Thank you for visiting nature.com. You are using a browser version with limited support for CSS. To obtain the best experience, we recommend you use a more up to date browser (or turn off compatibility mode in Internet Explorer). In the meantime, to ensure continued support, we are displaying the site without styles and JavaScript.

  • View all journals
  • My Account Login
  • Explore content
  • About the journal
  • Publish with us
  • Sign up for alerts
  • Open access
  • Published: 10 December 2020

Effect of internet use and electronic game-play on academic performance of Australian children

  • Md Irteja Islam 1 , 2 ,
  • Raaj Kishore Biswas 3 &
  • Rasheda Khanam 1  

Scientific Reports volume  10 , Article number:  21727 ( 2020 ) Cite this article

72k Accesses

23 Citations

32 Altmetric

Metrics details

  • Human behaviour
  • Risk factors

This study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11–17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN–National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2–4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.

Similar content being viewed by others

online gaming research paper

Microdosing with psilocybin mushrooms: a double-blind placebo-controlled study

online gaming research paper

Sleep quality, duration, and consistency are associated with better academic performance in college students

online gaming research paper

Mechanisms linking social media use to adolescent mental health vulnerability

Introduction.

Over the past two decades, with the proliferation of high-tech devices (e.g. Smartphone, tablets and computers), both the internet and electronic games have become increasingly popular with people of all ages, but particularly with children and adolescents 1 , 2 , 3 . Recent estimates have shown that one in three under-18-year-olds across the world uses the Internet, and 75% of adolescents play electronic games daily in developed countries 4 , 5 , 6 . Studies in the United States reported that adolescents are occupied with over 11 h a day with modern electronic media such as computer/Internet and electronic games, which is more than they spend in school or with friends 7 , 8 . In Australia, it is reported that about 98% of children aged 15–17 years are among Internet users and 98% of adolescents play electronic games, which is significantly higher than the USA and Europe 9 , 10 , 11 , 12 .

In recent times, the Internet and electronic games have been regarded as important, not just for better results at school, but also for self-expression, sociability, creativity and entertainment for children and adolescents 13 , 14 . For instance, 88% of 12–17 year-olds in the USA considered the Internet as a useful mechanism for making progress in school 15 , and similarly, electronic gaming in children and adolescents may assist in developing skills such as decision-making, smart-thinking and coordination 3 , 15 .

On the other hand, evidence points to the fact that the use of the Internet and electronic games is found to have detrimental effects such as reduced sleeping time, behavioural problems (e.g. low self-esteem, anxiety, depression), attention problems and poor academic performance in adolescents 1 , 5 , 12 , 16 . In addition, excessive Internet usage and increased electronic gaming are found to be addictive and may cause serious functional impairment in the daily life of children and adolescents 1 , 12 , 13 , 16 . For example, the AU Kids Online survey 17 reported that 50% of Australian children were more likely to experience behavioural problems associated with Internet use compared to children from 25 European countries (29%) surveyed in the EU Kids Online study 18 , which is alarming 12 . These mixed results require an urgent need of understanding the effect of the Internet use and electronic gaming on the development of children and adolescents, particularly on their academic performance.

Despite many international studies and a smaller number in Australia 12 , several systematic limitations remain in the existing literature, particularly regarding the association of academic performance with the use of Internet and electronic games in children and adolescents 13 , 16 , 19 . First, the majority of the earlier studies have either relied on school grades or children’s self assessments—which contain an innate subjectivity by the assessor; and have not considered the standardized tests of academic performance 16 , 20 , 21 , 22 . Second, most previous studies have tested the hypothesis in the school-based settings instead of canvassing the whole community, and cannot therefore adjust for sociodemographic confounders 9 , 16 . Third, most studies have been typically limited to smaller sample sizes, which might have reduced the reliability of the results 9 , 16 , 23 .

By considering these issues, this study aimed to investigate the association of internet usage and electronic gaming on a standardized test of academic performance—NAPLAN (The National Assessment Program—Literacy and Numeracy) among Australian adolescents aged 11–17 years using nationally representative data from the Second Australian Child and Adolescent Survey of Mental Health and Wellbeing—Young Minds Matter (YMM). It is hypothesized that the findings of this study will provide a population-wide, contextual view of excessive Internet use and electronic games played separately on weekdays and weekends by Australian adolescents, which may be beneficial for evidence-based policies.

Subject demographics

Respondents who attended gave NAPLAN in 2008 (N = 4) and 2009 (N = 29) were removed from the sample due to smaller sample size, as later years (2010–2015) had over 100 samples yearly. The NAPLAN scores from 2008 might not align with a survey conducted in 2013. Further missing cases were deleted with the assumption that data were missing at random for unbiased estimates, which is common for large-scale surveys 24 . From the initial survey of 2967 samples, 1704 adolescents were sampled for this study.

The sample characteristics were displayed in Table 1 . For example, distribution of daily average internet use was checked, showing that over 50% of the sampled adolescents spent 2–4 h on internet (Table 1 ). Although all respondents in the survey used internet, nearly 21% of them did not play any electronic games in a day and almost one in every three (33%) adolescents played electronic games beyond the recommended time of 2 h per day. Girls had more addictive tendency to internet/game-play in compare to boys.

The mean scores for the three NAPLAN tests scores (reading, writing and numeracy) ranged from 520 to 600. A gradual decline in average NAPLAN tests scores (reading, writing and numeracy) scores were observed for internet use over 4 h during weekdays, and over 3 h during weekends (Table 2 ). Table 2 also shows that adolescents who played no electronic games at all have better scores in writing compared to those who play electronic games. Moreover, Table 2 shows no particular pattern between time spent on gaming and NAPLAN reading and numeracy scores. Among the survey samples, 308 adolescents were below the national standard average.

Internet use and academic performance

Our results show that internet (non-academic use) use during weekdays, especially more than 4 h, is negatively associated with academic performance (Table 3 ). For internet use during weekdays, all three models showed a significant negative association between time spent on internet and NAPLAN reading and numeracy scores. For example, in Model 1, adolescents who spent over 4 h on internet during weekdays are 15% and 17% less likely to get higher reading and numeracy scores respectively compared to those who spend less than 2 h. Similar results were found in Model 2 and 3 (Table 3 ), when we adjusted other confounders. The variable addiction tendency to internet was found to be negatively associated with NAPLAN results. The adolescents who had internet addiction were 17% less and 14% less likely to score higher in reading and numeracy respectively than those without such problematic behaviour.

Internet use during weekends showed a positive association with academic performance (Table 4 ). For example, Model 1 in Table 4 shows that internet use during weekends was significant for reading, writing and national standard scores. Youths who spend around 2–4 h and over 4 h on the internet during weekends were 21% and 15% more likely to get a higher reading scores respectively compared to those who spend less than 2 h (Model 1, Table 4 ). Similarly, in model 3, where the internet addiction of adolescents was adjusted, adolescents who spent 2–4 h on internet were 1.59 times more likely to score above the national standard. All three models of Table 4 confirmed that adolescents who spent 2–4 h on the internet during weekends are more likely to achieve better reading and writing scores and be at or above national standard compared to those who used the internet for less than 2 h. Numeracy scores were unlikely to be affected by internet use. The results obtained from Model 3 should be treated as robust, as this is the most comprehensive model that accounts for unobserved characteristics. The addiction tendency to internet/game-play variable showed a negative association with academic performance, but this is only significant for numeracy scores.

Electronic gaming and academic performance

Time spent on electronic gaming during weekdays had no effect on the academic performance of writing and language but had significant association with reading scores (Model 2, Table 5 ). Model 2 of Table 5 shows that adolescents who spent 1–2 h on gaming during weekdays were 13% more likely to get higher reading scores compared to those who did not play at all. It was an interesting result that while electronic gaming during weekdays tended to show a positive effect on reading scores, internet use during weekdays showed a negative effect. Addiction tendency to internet/game-play had a negative effect; the adolescents who were addicted to the internet were 14% less likely to score more highly in reading than those without any such behaviour.

All three models from Table 6 confirm that time spent on electronic gaming over 2 h during weekends had a positive effect on readings scores. For example, the results of Model 3 (Table 6 ) showed that adolescents who spent more than 2 h on electronic gaming during weekdays were 16% more likely to have better reading scores compared to adolescents who did not play games at all. Playing electronic games during weekends was not found to be statistically significant for writing and numeracy scores and national standard scores, although the odds ratios were positive. The results from all tables confirm that addiction tendency to internet/gaming is negatively associated with academic performance, although the variable is not always statistically significant.

Building on past research on the effect of the internet use and electronic gaming in adolescents, this study examined whether Internet use and playing electronic games were associated with academic performance (i.e. reading, writing and numeracy) using a standardized test of academic performance (i.e. NAPLAN) in a nationally representative dataset in Australia. The findings of this study question the conventional belief 9 , 25 that academic performance is negatively associated with internet use and electronic games, particularly when the internet is used for non-academic purpose.

In the current hi-tech world, many developed countries (e.g. the USA, Canada and Australia) have recommended that 5–17 year-olds limit electronic media (e.g. internet, electronic games) to 2 h per day for entertainment purposes, with concerns about the possible negative consequences of excessive use of electronic media 14 , 26 . However, previous research has often reported that children and adolescents spent more than the recommended time 26 . The present study also found similar results, that is, that about 70% of the sampled adolescents aged 11–17 spent more than 2 h per day on the Internet and nearly 30% spent more than 2-h on electronic gaming in a day. This could be attributed to the increased availability of computers/smart-phones and the internet among under-18s 12 . For instance, 97% of Australian households with children aged less than 15 years accessed internet at home in 2016–2017 10 ; as a result, policymakers recommended that parents restrict access to screens (e.g. Internet and electronic games) in children’s bedrooms, monitor children using screens, share screen hours with their children, and to act as role models by reducing their own screen time 14 .

This research has drawn attention to the fact that the average time spent using the internet, which is often more than 4 h during weekdays tends to be negatively associated with academic performance, especially a lower reading and numeracy score, while internet use of more than 2 h during weekends is positively associated with academic performance, particularly having a better reading and writing score and above national standard score. By dividing internet use and gaming by weekdays and weekends, this study find an answer to the mixed evidence found in previous literature 9 . The results of this study clearly show that the non-academic use of internet during weekdays, particularly, spending more than 4 h on internet is harmful for academic performance, whereas, internet use on the weekends is likely to incur a positive effect on academic performance. This result is consistent with a USA study that reported that internet use is positively associated with improved reading skills and higher scores on standardized tests 13 , 27 . It is also reported in the literature that academic performance is better among moderate users of the internet compared to non-users or high level users 13 , 27 , which was in line with the findings of this study. This may be due to the fact that the internet is predominantly a text-based format in which the internet users need to type and read to access most websites effectively 13 . The results of this study indicated that internet use is not harmful to academic performance if it is used moderately, especially, if ensuring very limited use on weekdays. The results of this study further confirmed that timing (weekdays or weekends) of internet use is a factor that needs to be considered.

Regarding electronic gaming, interestingly, the study found that the average time of gaming either in weekdays or weekends is positively associated with academic performance especially for reading scores. These results contradicted previous literatures 1 , 13 , 19 , 27 that have reported negative correlation between electronic games and educational performance in high-school children. The results of this study were consistent with studies conducted in the USA, Europe and other countries that claimed a positive correlation between gaming and academic performance, especially in numeracy and reading skills 28 , 29 . This is may be due to the fact that the instructions for playing most of the electronic games are text-heavy and many electronic games require gamers to solve puzzles 9 , 30 . The literature also found that playing electronic games develops cognitive skills (e.g. mental rotation abilities, dexterity), which can be attributable to better academic achievement 31 , 32 .

Consistent with previous research findings 33 , 34 , 35 , 36 , the study also found that adolescents who had addiction tendency to internet usage and/or electronic gaming were less likely to achieve higher scores in reading and numeracy compared to those who had not problematic behaviour. Addiction tendency to Internet/gaming among adolescents was found to be negatively associated with overall academic performance compared to those who were not having addiction tendency, although the variables were not always statistically significant. This is mainly because adolescents’ skipped school and missed classes and tuitions, and provide less effort to do homework due to addictive internet usage and electronic gaming 19 , 35 . The results of this study indicated that parental monitoring and/ or self-regulation (by the users) regarding the timing and intensity of internet use/gaming are essential to outweigh any negative effect of internet use and gaming on academic performance.

Although the present study uses a large nationally representative sample and advances prior research on the academic performance among adolescents who reported using the internet and playing electronic games, the findings of this study also have some limitations that need to be addressed. Firstly, adolescents who reported on the internet use and electronic games relied on self-reported child data without any screening tests or any external validation and thus, results may be overestimated or underestimated. Second, the study primarily addresses the internet use and electronic games as distinct behaviours, as the YMM survey gathered information only on the amount of time spent on internet use and electronic gaming, and included only a few questions related to addiction due to resources and time constraints and did not provide enough information to medically diagnose internet/gaming addiction. Finally, the cross-sectional research design of the data outlawed evaluation of causality and temporality of the observed association of internet use and electronic gaming with the academic performance in adolescents.

This study found that the average time spent on the internet on weekends and electronic gaming (both in weekdays and weekends) is positively associated with academic performance (measured by NAPLAN) of Australian adolescents. However, it confirmed a negative association between addiction tendency (internet use or electronic gaming) and academic performance; nonetheless, most of the adolescents used the internet and played electronic games more than the recommended 2-h limit per day. The study also revealed that further research is required on the development and implementation of interventions aimed at improving parental monitoring and fostering users’ self-regulation to restrict the daily usage of the internet and/or electronic games.

Data description

Young minds matter (YMM) was an Australian nationwide cross-sectional survey, on children aged 4–17 years conducted in 2013–2014 37 . Out of the initial 76,606 households approached, a total of 6,310 parents/caregivers (eligible household response rate 55%) of 4–17 year-old children completed a structured questionnaire via face to face interview and 2967 children aged 11–17 years (eligible children response rate 89%) completed a computer-based self-reported questionnaire privately at home 37 .

Area based sampling was used for the survey. A total of 225 Statistical Area 1 (defined by Australian Bureau of Statistics) areas were selected based on the 2011 Census of Population and Housing. They were stratified by state/territory and by metropolitan versus non-metropolitan (rural/regional) to ensure proportional representation of geographic areas across Australia 38 . However, a small number of samples were excluded, based on most remote areas, homeless children, institutional care and children living in households where interviews could not be conducted in English. The details of the survey and methodology used in the survey can be found in Lawrence et al. 37 .

Following informed consent (both written and verbal) from the primary carers (parents/caregivers), information on the National Assessment Program—Literacy and Numeracy (NAPLAN) of the children and adolescents were also added to the YMM dataset. The YMM survey is ethically approved by the Human Research Ethics Committee of the University of Western Australia and by the Australian Government Department of Health. In addition, the authors of this study obtained a written approval from Australian Data Archive (ADA) Dataverse to access the YMM dataset. All the researches were done in accordance with relevant ADA Dataverse guidelines and policy/regulations in using YMM datasets.

Outcome variables

The NAPLAN, conducted annually since 2008, is a nationwide standardized test of academic performance for all Australian students in Years 3, 5, 7 and 9 to assess their skills in reading, writing numeracy, grammar and spelling 39 , 40 . NAPLAN scores from 2010 to 2015, reported by YMM, were used as outcome variables in the models; while NAPLAN data of 2008 (N = 4) and 2009 (N = 29) were excluded for this study in order to reduce the time lag between YMM survey and the NAPLAN test. The NAPLAN gives point-in-time standardized scores, which provide the scope to compare children’s academic performance over time 40 , 41 . The NAPLAN tests are one component of the evaluation and grading phase of each school, and do not substitute for the comprehensive, consistent evaluations provided by teachers on the performance of each student 39 , 41 . All four domains—reading, writing, numeracy and language conventions (grammar and spelling) are in continuous scales in the dataset. The scores are given based on a series of tests; details can be found in 42 . The current study uses only reading, writing and numeracy scores to measure academic performance.

In this study, the National standard score is a combination of three variables: whether the student meets the national standard in reading, writing and numeracy. Based on national average score, a binary outcome variable is also generated. One category is ‘below standard’ if a child scores at least one standard deviation (one below scores) from the national standard in reading, writing and numeracy, and the rest is ‘at/above standard’.

Independent variables

Internet use and electronic gaming.

In the YMM survey, owing to the scope of the survey itself, an extensive set of questions about internet usage and electronic gaming could not be included. Internet usage omitted the time spent in academic purposes and/or related activities. Playing electronic games included playing games on a gaming console (e.g. PlayStation, Xbox, or similar console ) online or using a computer, or mobile phone, or a handled device 12 . The primary independent covariates were average internet use per day and average electronic game-play in hours per day. A combination of hours on weekdays and weekends was separately used in the models. These variables were based on a self-assessed questionnaire where the youths were asked questions regarding daily time spent on the Internet and electronic game-play, specifically on either weekends or weekdays. Since, internet use/game-play for a maximum of 2 h/day is recommended for children and adolescents aged between 5 and 17 years in many developed countries including Australia 14 , 26 ; therefore, to be consistent with the recommended time we preferred to categorize both the time variables of internet use and gaming into three groups with an interval of 2 h each. Internet use was categorized into three groups: (a) ≤ 2 h), (b) 2–4 h, and (c) > 4 h. Similar questions were asked for game-play h. The sample distribution for electronic game-play was skewed; therefore, this variable was categorized into three groups: (a) no game-play (0 h), (b) 1–2 h, and (c) > 2 h.

Other covariates

Family structure and several sociodemographic variables were used in the models to adjust for the differences in individual characteristics, parental inputs and tastes, household characteristics and place of residence. Individual characteristics included age (continuous) and sex of the child (boys, girls) and addiction tendency to internet use and/or game-play of the adolescent. Addiction tendency to internet/game-play was a binary independent variable. It was a combination of five behavioural questions relating to: whether the respondent avoided eating/sleeping due to internet use or game-play; feels bothered when s/he cannot access internet or play electronic games; keeps using internet or playing electronic games even when s/he is not really interested; spends less time with family/friends or on school works due to internet use or game-play; and unsuccessfully tries to spend less time on the internet or playing electronic games. There were four options for each question: never/almost never; not very often; fairly often; and very often. A binary covariate was simulated, where if any four out of five behaviours were reported as for example, fairly often or very often, then it was considered that the respondent had addictive tendency.

Household characteristics included household income (low, medium, high), family type (original, step, blended, sole parent/primary carer, other) 43 and remoteness (major cities, inner regional, outer regional, remote/very remote). Parental inputs and taste included education of primary carer (bachelor, diploma, year 10/11), primary carer’s likelihood of serious mental illness (K6 score -likely; not likely); primary carer’s smoking status (no, yes); and risk of alcoholic related harm by the primary carer (risky, none).

Statistical analysis

Descriptive statistics of the sample and distributions of the outcome variables were initially assessed. Based on these distributions, the categorization of outcome variables was conducted, as mentioned above. For formal analysis, generalized linear regression models (GLMs) 44 were used, adjusting for the survey weights, which allowed for generalization of the findings. As NAPLAN scores of three areas—reading, writing and numeracy—were continuous variables, linear models were fitted to daily average internet time and electronic game play time. The scores were standardized (mean = 0, SD = 1) for model fitness. The binary logistic model was fitted for the dichotomized national standard outcome variable. Separate models were estimated for internet and electronic gaming on weekends and weekdays.

We estimated three different models, where models varied based on covariates used to adjust the GLMs. Model 1 was adjusted for common sociodemographic factors including age and sex of the child, household income, education of primary carer’s and family type 43 . However, the results of this model did not account for some unobserved household characteristics (e.g. taste, preferences) that are unobserved to the researcher and are arguably correlated with potential outcomes. The effects of unobserved characteristics were reduced by using a comprehensive set of observable characteristics 45 , 46 that were available in YMM data. The issue of unobserved characteristics was addressed by estimating two additional models that include variables by including household characteristics such as parental taste, preference and inputs, and child characteristics in the model. In addition to the variables in Model 1, Model 2 included remoteness, primary carer’s mental health status, smoking status and risk of alcoholic related harm by the primary carer. Model 3 further included internet/game addiction of the adolescent in addition to all the covariates in Model 2. Model 3 was expected to account for a child’s level of unobserved characteristics as the children who were addicted to internet/games were different from others. The model will further show how academic performance is affected by internet/game addiction. The correlation among the variables ‘internet/game addiction’ and ‘internet use’ and ‘gaming’ (during weekdays and weekends) were also assessed, and they were less than 0.5. Multicollinearity was assessed using the variance inflation factor (VIF), which was under 5 for all models, suggesting no multicollinearity 47 .

p value below the threshold of 0.05 was considered the threshold of significance. All analysis was conducted in R (version 3.6.1). R-package survey (version 3.37) was used for modelling which is suited for complex survey samples 48 .

Data availability

The authors declare that they do not have permission to share dataset. However, the datasets of Young Minds Matter (YMM) survey data is available at the Australian Data Archive (ADA) Dataverse on request ( https://doi.org/10.4225/87/LCVEU3 ).

Wang, C. -W., Chan, C. L., Mak, K. -K., Ho, S. -Y., Wong, P. W. & Ho, R. T. Prevalence and correlates of video and Internet gaming addiction among Hong Kong adolescents: a pilot study. Sci. World J . 2014 (2014).

Anderson, E. L., Steen, E. & Stavropoulos, V. Internet use and problematic internet use: a systematic review of longitudinal research trends in adolescence and emergent adulthood. Int. J. Adolesc. Youth 22 , 430–454 (2017).

Article   Google Scholar  

Oliveira, M. P. MTd. et al. Use of internet and electronic games by adolescents at high social risk. Trends Psychol. 25 , 1167–1183 (2017).

Google Scholar  

UNICEF. Children in a digital world. United Nations Children's Fund (UNICEF) (2017)

King, D. L. et al. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study. J. Sleep Res. 22 , 137–143 (2013).

Byrne, J. & Burton, P. Children as Internet users: how can evidence better inform policy debate?. J. Cyber Policy. 2 , 39–52 (2017).

Council, O. Children, adolescents, and the media. Pediatrics 132 , 958 (2013).

Paulus, F. W., Ohmann, S., Von Gontard, A. & Popow, C. Internet gaming disorder in children and adolescents: a systematic review. Dev. Med. Child Neurol. 60 , 645–659 (2018).

Posso, A. Internet usage and educational outcomes among 15-year old Australian students. Int J Commun 10 , 26 (2016).

ABS. 8146.0—Household Use of Information Technology, Australia, 2016–2017 (2018).

Brand, J. E. Digital Australia 2018 (Interactive Games & Entertainment Association (IGEA), Eveleigh, 2017).

Rikkers, W., Lawrence, D., Hafekost, J. & Zubrick, S. R. Internet use and electronic gaming by children and adolescents with emotional and behavioural problems in Australia–results from the second Child and Adolescent Survey of Mental Health and Wellbeing. BMC Public Health 16 , 399 (2016).

Jackson, L. A., Von Eye, A., Witt, E. A., Zhao, Y. & Fitzgerald, H. E. A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Comput. Hum. Behav. 27 , 228–239 (2011).

Yu, M. & Baxter, J. Australian children’s screen time and participation in extracurricular activities. Ann. Stat. Rep. 2016 , 99 (2015).

Rainie, L. & Horrigan, J. A decade of adoption: How the Internet has woven itself into American life. Pew Internet and American Life Project . 25 (2005).

Drummond, A. & Sauer, J. D. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. PLoS ONE 9 , e87943 (2014).

Article   ADS   CAS   Google Scholar  

Green, L., Olafsson, K., Brady, D. & Smahel, D. Excessive Internet use among Australian children (2012).

Livingstone, S. EU kids online. The international encyclopedia of media literacy . 1–17 (2019).

Wright, J. The effects of video game play on academic performance. Mod. Psychol. Stud. 17 , 6 (2011).

Gentile, D. A., Lynch, P. J., Linder, J. R. & Walsh, D. A. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. J. Adolesc. 27 , 5–22 (2004).

Rosenthal, R. & Jacobson, L. Pygmalion in the classroom. Urban Rev. 3 , 16–20 (1968).

Willoughby, T. A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: prevalence, frequency of use, and psychosocial predictors. Dev. Psychol. 44 , 195 (2008).

Weis, R. & Cerankosky, B. C. Effects of video-game ownership on young boys’ academic and behavioral functioning: a randomized, controlled study. Psychol. Sci. 21 , 463–470 (2010).

Howell, D. C. The treatment of missing data. The Sage handbook of social science methodology . 208–224 (2007).

Terry, M. and Malik, A. Video gaming as a factor that affects academic performance in grade nine. Online Submission (2018).

Houghton, S. et al. Virtually impossible: limiting Australian children and adolescents daily screen based media use. BMC Public Health. 15 , 5 (2015).

Jackson, L. A., Von Eye, A., Fitzgerald, H. E., Witt, E. A. & Zhao, Y. Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem. Comput. Hum. Behav. 27 , 599–604 (2011).

Bowers, A. J. & Berland, M. Does recreational computer use affect high school achievement?. Educ. Technol. Res. Dev. 61 , 51–69 (2013).

Wittwer, J. & Senkbeil, M. Is students’ computer use at home related to their mathematical performance at school?. Comput. Educ. 50 , 1558–1571 (2008).

Jackson, L. A. et al. Does home internet use influence the academic performance of low-income children?. Dev. Psychol. 42 , 429 (2006).

Barlett, C. P., Anderson, C. A. & Swing, E. L. Video game effects—confirmed, suspected, and speculative: a review of the evidence. Simul. Gaming 40 , 377–403 (2009).

Suziedelyte, A. Can video games affect children's cognitive and non-cognitive skills? UNSW Australian School of Business Research Paper (2012).

Chiu, S.-I., Lee, J.-Z. & Huang, D.-H. Video game addiction in children and teenagers in Taiwan. CyberPsychol. Behav. 7 , 571–581 (2004).

Skoric, M. M., Teo, L. L. C. & Neo, R. L. Children and video games: addiction, engagement, and scholastic achievement. Cyberpsychol. Behav. 12 , 567–572 (2009).

Leung, L. & Lee, P. S. Impact of internet literacy, internet addiction symptoms, and internet activities on academic performance. Soc. Sci. Comput. Rev. 30 , 403–418 (2012).

Xin, M. et al. Online activities, prevalence of Internet addiction and risk factors related to family and school among adolescents in China. Addict. Behav. Rep. 7 , 14–18 (2018).

PubMed   Google Scholar  

Lawrence, D., Johnson, S., Hafekost, J., et al. The mental health of children and adolescents: report on the second Australian child and adolescent survey of mental health and wellbeing (2015).

Hafekost, J. et al. Methodology of young minds matter: the second Australian child and adolescent survey of mental health and wellbeing. Aust. N. Z. J. Psychiatry 50 , 866–875 (2016).

Australian Curriculum ARAA. National Assessment Program Literacy and Numeracy: Achievement in Reading, Persuasive Writing, Language Conventions and Numeracy: National Report for 2011 . Australian Curriculum, Assessment and Reporting Authority (2011).

Daraganova, G., Edwards, B. & Sipthorp, M. Using National Assessment Program Literacy and Numeracy (NAPLAN) Data in the Longitudinal Study of Australian Children (LSAC) . Department of Families, Housing, Community Services and Indigenous Affairs (2013).

NAP. NAPLAN (2016).

Australian Curriculum ARAA. National report on schooling in Australia 2009. Ministerial Council for Education, Early Childhood Development and Youth… (2009).

Vu, X.-B.B., Biswas, R. K., Khanam, R. & Rahman, M. Mental health service use in Australia: the role of family structure and socio-economic status. Children Youth Serv. Rev. 93 , 378–389 (2018).

McCullagh, P. Generalized Linear Models (Routledge, Abingdon, 2019).

Book   Google Scholar  

Gregg, P., Washbrook, E., Propper, C. & Burgess, S. The effects of a mother’s return to work decision on child development in the UK. Econ. J. 115 , F48–F80 (2005).

Khanam, R. & Nghiem, S. Family income and child cognitive and noncognitive development in Australia: does money matter?. Demography 53 , 597–621 (2016).

Kutner, M. H., Nachtsheim, C. J., Neter, J. & Li, W. Applied Linear Statistical Models (McGraw-Hill Irwin, New York, 2005).

Lumley T. Package ‘survey’. 3 , 30–33 (2015).

Download references

Acknowledgements

The authors would like to thank the University of Western Australia, Roy Morgan Research, the Australian Government Department of Health for conducting the survey, and the Australian Data Archive for giving access to the YMM survey dataset. The authors also would like to thank Dr Barbara Harmes for proofreading the manuscript.

This research did not receive any specific Grant from funding agencies in the public, commercial, or not-for-profit sectors.

Author information

Authors and affiliations.

Centre for Health Research and School of Commerce, University of Southern Queensland, Workstation 15, Room T450, Block T, Toowoomba, QLD, 4350, Australia

Md Irteja Islam & Rasheda Khanam

Maternal and Child Health Division, International Centre for Diarrhoeal Disease Research, Bangladesh (icddr,b), Mohakhali, Dhaka, 1212, Bangladesh

Md Irteja Islam

Transport and Road Safety (TARS) Research Centre, School of Aviation, University of New South Wales, Sydney, NSW, 2052, Australia

Raaj Kishore Biswas

You can also search for this author in PubMed   Google Scholar

Contributions

M.I.I.: Methodology, Validation, Visualization, Investigation, Writing—Original draft preparation, Writing—Reviewing and Editing. R.K.B.: Methodology, Software, Data curation, Formal Analysis, Writing—Original draft preparation. R.K.: Conceptualization, Methodology, Supervision, Writing- Reviewing and Editing.

Corresponding author

Correspondence to Md Irteja Islam .

Ethics declarations

Competing interests.

The authors declare no competing interests.

Additional information

Publisher's note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Cite this article.

Islam, M.I., Biswas, R.K. & Khanam, R. Effect of internet use and electronic game-play on academic performance of Australian children. Sci Rep 10 , 21727 (2020). https://doi.org/10.1038/s41598-020-78916-9

Download citation

Received : 28 August 2020

Accepted : 02 December 2020

Published : 10 December 2020

DOI : https://doi.org/10.1038/s41598-020-78916-9

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

This article is cited by

I want to play a game: examining sex differences in the effects of pathological gaming, academic self-efficacy, and academic initiative on academic performance in adolescence.

  • Sara Madeleine Kristensen
  • Magnus Jørgensen

Education and Information Technologies (2024)

Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents

  • Iulia Maria Coșa
  • Anca Dobrean
  • Robert Balazsi

Psychiatric Quarterly (2024)

Academic and Social Behaviour Profile of the Primary School Students who Possess and Play Video Games

  • E. Vázquez-Cano
  • J. M. Ramírez-Hurtado
  • C. Pascual-Moscoso

Child Indicators Research (2023)

By submitting a comment you agree to abide by our Terms and Community Guidelines . If you find something abusive or that does not comply with our terms or guidelines please flag it as inappropriate.

Quick links

  • Explore articles by subject
  • Guide to authors
  • Editorial policies

Sign up for the Nature Briefing newsletter — what matters in science, free to your inbox daily.

online gaming research paper

Advertisement

Advertisement

Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility

  • Original Article
  • Open access
  • Published: 10 January 2023

Cite this article

You have full access to this open access article

online gaming research paper

  • Alican Kaya   ORCID: orcid.org/0000-0003-2933-0161 1 ,
  • Nuri Türk   ORCID: orcid.org/0000-0002-7059-9528 2 ,
  • Hasan Batmaz   ORCID: orcid.org/0000-0002-5979-1586 3 &
  • Mark D. Griffiths   ORCID: orcid.org/0000-0001-8880-6524 4  

68k Accesses

8 Citations

3 Altmetric

Explore all metrics

Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a hypothetical model was tested to examine the relationships between basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life. Data were collected from a sample of 546 participants. Mediation analysis was conducted, and the results indicated that basic psychological needs, online gaming addiction, responsibility, and meaning in life had significant negative and positive relationships. The findings indicated that responsibility and meaning in life had a serial mediating effect in the relationship between basic psychological needs and online gaming addiction. The findings also showed that the inverse relationship between online gaming addiction and basic psychological needs was at least partially explained by meaning in life and responsibility. The results of the present study are of great importance and suggest that interventions to satisfy the basic psychological needs of adolescents may help prevent online gaming addiction.

Similar content being viewed by others

online gaming research paper

Application of the PERMA Model of Well-being in Undergraduate Students

online gaming research paper

How the Exposure to Beauty Ideals on Social Networking Sites Influences Body Image: A Systematic Review of Experimental Studies

online gaming research paper

Uses and Gratifications of Problematic Social Media Use Among University Students: a Simultaneous Examination of the Big Five of Personality Traits, Social Media Platforms, and Social Media Use Motives

Avoid common mistakes on your manuscript.

Introduction

Technological addictions have become an area of increasing research interest and are conceptualized as non-chemical (i.e., behavioral) addictions (Kuss & Billieux, 2017 ). Moreover, they can be engaged in actively or passively (Widyanto & Griffiths, 2006 ). For example, television addiction is a passive technological addiction, whereas smartphone addiction and Internet addiction are active technological addictions (Griffiths, 2017 ). Online addictions have increased rapidly due to the increased use of smartphones, tablets, and laptops. Furthermore, overuse of the Internet has been conceptualized in a number of different ways, including problematic Internet use (Aboujaoude et al., 2006 ; Young, 2009 ), excessive Internet use (Choi et al., 2009 ; Lee et al., 2008 ), and Internet addiction (Griffiths, 2017 ) with some considering it to be an impulsive disorder (Young & Rodgers, 2009 ). In addition, online gaming addiction, which is another addiction associated with the Internet, is defined by the American Psychiatric Association (APA, 2013 ) as the consistent and prolonged use of the Internet to play videogames, frequently with other gamers, that causes disruption and clinically impairs several aspects of a person’s life (e.g., personal relationships, occupation and/or education). Key characteristics of online gaming addiction are individuals obsessively playing online videogames to the point of neglecting everything else in their lives, which leads to social and/or psychological disorders in such individuals (Ates et al., 2018 ; Batmaz & Çelik, 2021 ).

Previous studies have indicated various variables that predict and/or are associated with gaming addiction, including attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety and depression (Andreassen et al., 2016 ), social anxiety (Karaca et al., 2020 ), low self-esteem (Kim et al., 2022 ), inter-personal competence (Lee et al., 2019 ), relationship problems and relationship problems, and hostile family environment (Sela et al., 2020 ). In addition, social skill deficits (Mun & Lee, 2022 ), social and psychological isolation (Young, 2009 ), perceived stress (Rajab et al., 2020 ), suicidality (Erevik et al., 2022 ), and aggressive behaviors (McInroy & Mishna, 2017 ) have been reported among individuals who develop gaming addiction.

Although online gaming meets the various needs of individuals, when the behavior turns into an addiction, it leads to adverse effects on individuals, especially adolescents, where it can impair their mental health (Batmaz et al., 2020 ; Purwaningsih & Nurmala, 2021 ). Among adolescents, online gaming addiction has been reported to disrupt mental health, increase depression, anxiety, and psychoticism, disrupt family relationships (De Pasquale et al., 2020 ), lower quality of life (Beranuy et al., 2020 ), increase social phobia (Wei et al., 2012 ), lower school performance, and improve sleep deprivation (Chamarro et al., 2020 ; Király et al., 2015 ). In short, online gaming addiction negatively affects adolescents’ lives in different areas (Griffiths, 2022 ; Haberlin & Atkin, 2022 ). Therefore, research is needed to delineate the causes of online gaming addiction, eliminate its adverse effects, and implement necessary treatment.

Although many studies have been conducted examining online game addiction among adolescents (see Rosendo-Rios et al., 2022 ) for a recent review of studies), there are few studies examining the relationship between basic psychological needs and online game addiction (Bekir & Celik, 2019 ). In the present study, it is posited that basic psychological needs could be predictors due to the relationship with gaming disorders and problematic gaming (Allen & Anderson, 2018 ; Liu et al., 2021 ; Yu et al., 2015 ). When basic psychological needs are not met, it pushes individuals to exhibit maladaptive behavioral reactions (i.e., online gaming addiction) (Bekir & Çelik, 2019 ). In addition, few studies have addressed the relationship between responsibility and meaning in life and online game addiction (Arslan, 2021 ; Kaya, 2021 ). Moreover, no study has ever examined the mediating role of responsibility and meaning in life in the relationship between basic psychological needs and online game addiction. For these reasons, the present study examined the mediating roles of responsibility and meaning in life in explaining the relationship between basic psychological needs and online game addiction.

Online Gaming Addiction and Basic Psychological Needs

Self-determination theory is a well-established motivational theory comprising six mini-theories (Ryan & Deci, 2017 ). One of these mini-theories is the Basic Psychological Needs Theory (BPNT), which claims that the satisfaction of basic psychological needs is associated with better health and greater psychological well-being (Ryan & Deci, 2000 ). Basic psychological needs are requirements for psychological development, integrity, and well-being (Deci & Ryan, 2000 ). In contrast to the often-frustrating real world, videogames are designed to satisfy all three psychological needs (i.e., autonomy, competence, and relatedness) (Rigby & Ryan, 2011 ). Satisfaction of the needs for competence, autonomy, and relatedness can explain large amounts of the variance in game enjoyment (Rigby & Ryan, 2011 ; Tamborini et al., 2011 ). Online gaming can fulfill the (i) need for relatedness by directing players to social relationships with real or fictional characters, (ii) need for autonomy by giving them management and control within the game, and (iii) need for competence by making them feel successful in playing challenging videogames (Allen & Anderson, 2018 ).

Individuals addicted to videogames need novelty seeking, socialization, competition, and/or entertainment (Hussain et al., 2012 ; Larrieu et al., 2022 ). Studies have shown that gaming addiction is related to basic needs (Billieux et al., 2015 ) and psychological needs such as success, independence, fun, and respect (Herodotou et al., 2012 ). The increasing demand for playing videogames shows that adolescents try to satisfy some of their psychological needs via the Internet (Shen et al., 2013 ; Turan, 2021 ). One longitudinal study found that problematic online gaming and satisfaction of basic psychological needs were positively associated (Yu et al., 2015 ). It has also been reported that adolescents whose basic psychological needs were not met and whose perceived social support was low had high levels of gaming addiction (Yıldırım & Zeren, 2021 ). In this context, some studies claim that online games are tools for satisfying basic psychological needs (Oliver et al., 2016 ). However, studies have shown that the low level of basic psychological need satisfaction in real life can be met with high need satisfaction in online gaming, which leads to addiction for a small minority (Kardefelt-Winther, 2014 ; Rigby & Ryan, 2017 ; Wu et al., 2013 ). Based on the aforementioned literature, it was expected that there would be a significant negative relationship between basic psychological needs derived from real-life and online gaming addiction.

Online Gaming Addiction and Meaning in Life

The debate about the meaning in life has been ongoing for years (Yalom, 2020 ). Because there are many definitions of meaning in life, making a standard definition of meaning in life has been difficult (King & Hicks, 2021 ; Park, 2010 ). Meaning in life is a multifaceted construct conceptualized in various ways that address the value and purpose of life, meaningful life goals, and sometimes spirituality (Jim et al., 2006 ). According to Ryff ( 1989 ), meaning in life is a sign of a sense of direction, goals, and well-being. Frankl ( 2009 ) states that meaning in life differs from individual to individual, day to day, and hour to hour. Many studies have been conducted regarding meaning in life and concepts in the literature. For instance, some of these studies assert that meaning in life increases happiness (Debats et al., 1993 ) and life satisfaction (Yıkılmaz & Demir Güdül, 2015 ) and that the presence of meaning in life positively affects psychological health (Bailey & Phillips, 2016 ) and has a high level of meaning that can lower the incidence of depression (Mascaro & Rosen, 2005 ).

Similar to the aforementioned studies, adolescents’ having meaning in life can protect them from problematic behaviors such as substance abuse and eating disorders (Brassai et al., 2011 ; Shek et al., 2019 ). Adolescence is a period of seeking identity (Erikson, 1968 ) and decision-making (Marcia, 1980 ). Steger et al., ( 2006 ) pointed out that adolescents’ experience of seeking meaning in life or having a meaning in life may be determinative for successful identity development. However, considering that questioning the meaning in life results from the search for identity, it could be speculated that adolescents who constantly play online videogames will be far from such a search. Although studies have shown that adolescents search for identity in while online gaming (Monacis et al., 2017 ; Subrahmanyam & Šmahel, 2011 ; Tanhan & Özlem, 2015 ), it has been reported that excessive online gaming can also make this exploration more maladaptive, and this may lead to online gaming addiction (King & Delfabbro, 2014 ; Kokkini et al., 2022 ). One study reported that as gaming addiction decreases among adolescents, the level of meaning in life increases (Kaya, 2021 ). In general, it is expected in the present study that the existence of meaning in life in among adolescents will reduce online gaming addiction.

Online Gaming Addiction and Responsibility

One of the characteristic features of online gaming addiction is that individuals spend their time playing online games by procrastinating and/or not doing their daily work (Thatcheret al., 2008 ). According to the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria, one criterion for Internet gaming disorder is that individuals continue to play online games despite being aware of psychosocial problems (American Psychiatric Association, 2013 ). Here, individuals fail to engage in important day-to-day responsibilities and play online games instead. Similarly, it has been shown that online gaming addicts jeopardize or lose their job, education, and/or career opportunities to play online games (Kardefelt-Winther, 2014 ). Time spent playing games instead of engaging in life’s more important tasks can be viewed as a lack of responsibility by individuals themselves, their families, and/or friends (Wartberg et al., 2017 ; Zhang et al., 2019 ).

Responsibility consists of three elements: accountability, liability, and imputability (Robinson, 2009 ). Imputability refers to individuals being responsible for their actions and decisions, accountability refers to fulfilling contractual expectations, and liability refers to assuming a moral responsibility without a contract (Holdorf & Greenwald, 2018 ). The concept of responsibility therapy is defined as the ability of individuals to meet their own needs while allowing others around them to meet their needs (Corey, 2015 ). Being conscious of responsibility means that individuals are aware of themselves and their feelings, thoughts, and pain (Yalom, 2020 ). Dökmen ( 2019 ) defines it as a responsibility to accept the consequences on others of what an individual does or does not do based on his thoughts.

In addition, it is discussed in the literature under two dimensions: emotion (Berkowitz & Daniels, 1963 ; Özen, 2013 ) and behavior (Glasser, 2005 ; Taylı, 2006 ). Individuals with a sense of responsibility have characteristics such as acting with awareness of their own and others’ rights, respecting others, and attempting to fulfill their responsibilities (Özen, 2011 ; Yough et al., 2022 ). On the other hand, individuals who do not have a sense of responsibility make themselves and others feel worthless while living without a plan or program (Cüceloğlu, 2015 ). Studies have shown that a low sense of responsibility can lead to aggression, lying, and avoidance of responsibility, while a high level of responsibility can trigger perfectionism, leading to anxiety, depression, and obsessive-compulsive disorders (Taylı, 2013 ; Wang et al., 2022 ).

The behavior of responsibility, the second sub-dimension of responsibility (Yalom, 2020 ), means that individuals can take responsibility by bearing the consequences of their behavior without attributing it to someone else (Douglass, 2001 ; Shahzadi et al., 2022 ). It has a function that improves positive activities and prevents harmful activities (Kesici, 2018 ). For example, individuals who act responsibly are respected by society and avoid punishment (Douglass, 2001 ). On the other hand, during adolescence, when serious responsibilities begin to be undertaken, a minority of individuals may move away from social life due to gaming addiction. Because of this situation, other people in the individual’s social life (e.g., family and friends) become unimportant to adolescents with low awareness of responsibility. Recent studies have observed that adolescents who excessively play videogames have difficulty fulfilling their responsibilities (Dinçer & Kolan, 2020 ; Doğan & Pamuk, 2022 ). In the present study, it was expected that adolescents with higher levels of responsibility would be less addicted to online gaming (i.e., an inverse relationship).

Basic Psychological Needs, Meaning in Life, Responsibility, and Online Game Addiction

Basic Psychological Needs Theory (BPNT) focuses on the satisfaction and frustration of psychological needs and argues that these needs significantly impact individuals’ psychological health and well-being (Ryan & Deci, 2000 ). Lack of fulfillment of basic psychological needs leads to negative consequences (e.g., depression, stress, and addiction) (Cantarero et al., 2021 ; Levine et al., 2022 ; Orkibi & Ronen, 2017 ; Xiao & Zheng, 2022 ). However, satisfying these needs is associated with positive outcomes such as general self-efficacy (İhsan et al., 2011 ), mental resilience (Kilinç & Gürer, 2019 ), subjective well-being (Akbağ & Ümmet, 2018 ), and obtaining meaning in life (Çelik & Gazioğlu, 2017 ). Furthermore, Weinstein et al. ( 2012 ) suggested that the search for meaning increased significantly when these needs were satisfied. Individuals whose needs are fulfilled are more prone to seek meaning in their life and, therefore, to experience meaning in their life, whereas individuals whose needs are not fulfilled experience a sense of meaninglessness (Eakman, 2013 ). According to Steger ( 2006 ), although individuals continue to search for meaning in one area of their lives, they may have meaning in a different area of their life. Meaning in life is defined as the purpose and importance of the life that individuals derive from their experiences (Baumeister & Vohs, 2002 ; Steger et al., 2006 ). Frankl ( 1969 ) posited that to achieve the meaning of life, an individual must take responsibility for realizing their potential, even at a young age. Therefore, a meaningful life requires individuals taking responsibility for themselves and others.

Responsibility refers to the individual’s sense of duty toward family, friends, and society (Geçtan, 2006 ), and can be examined in personal and social dimensions (Arslan & Wong, 2022 ). Personal responsibility means that an individual is accountable to themselves and to the needs or well-being of others (Ruyter, 2002 ). It also emphasizes self-responsibility by representing the individual’s behaviors and choices that can affect themselves and others (Mergler & Shield, 2016 ). Social responsibility relates to values that support individuals’ moral and prosocial behavior (Wray-Lake & Syvertsen, 2011 ). It includes decisions and actions that benefit others and society (Martins et al., 2015 ). Moreover, it is an important source of support in strengthening individuals’ mental health and improving their life skills (Martins et al., 2017 ) as well as coping with addictions (Amini et al., 2020 ). Therefore, individuals’ personal and social responsibility can protect them against negative situations such as developing addictions (e.g., online gaming addiction) (Chiou & Wan, 2007 ).

Online games allow individuals to meet other players, have fun, achieve status, and obtain financial benefits (Ballabio et al., 2017 ; Columb et al., 2022 ). In addition, escaping from the problems of real life, even temporarily, and achieving relaxation are among the benefits that individuals gain through gaming (Yee, 2006 ). Consequently, online gaming can lead individuals to play online games frequently and for long periods of time, which in turn can lead to the risk of addiction (Luciana, 2010 ; Sachdeva & Verma, 2015 ). The 11th revision of the International Classification of Diseases (ICD-11) characterized gaming disorder as a repetitive or persistent pattern of gaming behavior (World Health Organization, 2019 ). Individuals that are affected by online gaming addiction have also been reported to experience problems with interpersonal relationships (Wongpakaran et al., 2021 ), occupation (Lelonek-Kuleta et al., 2021 ), and health (Chan et al., 2022 ). As such, online gaming addiction can lead to situations that threaten the lives and functionality of individuals through the process and its consequences.

The Present Study

The present study was framed according to self-determination and existentialist positive psychology theories. Self-determination theory (SDT) suggests that the non-satisfaction or inhibition of basic psychological needs can lead to negative consequences (i.e., online gaming addiction). In addition, it emphasizes that behaviors emerge from the individual’s beliefs, meaning, and value judgments rather than external factors (i.e., social norms and group pressure). According to the SDT, need (autonomy, competence, and relatedness) predicts meaning in life (Eakman, 2013 ). Moreover, in a longitudinal study based on SDT, individuals whose basic psychological needs were fulfilled had increased meaning in life (Zhang et al., 2022 ). In addition, the existentialist theory of positive psychology suggests that the meaning in life, which individuals create themselves, can be sustained through responsibility. Individuals having responsibility can also enable them to lead a meaningful life (Arslan & Yıldırım, 2021 ; Wong, 2019 ). According to Wong ( 2010 ), meaning consists of the components of purpose, understanding, responsibility, and enjoyment (PURE). In addition to responsibility being one of the basic concepts that constitute meaning, the search for meaning in life continues intensely during adolescence (Steger, 2012 ). This is especially the case for adolescents who begin to question people and the world deeply, having a meaningful life can protect them from behavioral addictions (Qiu et al., 2022 ; Zhao et al., 2020 ). Considering the role of responsibility and meaning in the life of adolescents, it is important to examine online game addiction, which may be affected by basic psychological needs. Therefore, a serial mediation model was determined based on the assumptions of self-determination and existential positive psychotherapy theory.

In addition to the aforementioned theoretical framework, studies have shown that unfulfilled basic psychological needs are predictors of online gaming addiction (Allen & Anderson, 2018 ; Liang et al., 2021 ; Mills & Allen, 2020 ; Yu et al., 2015 ). However, studies conducted with adolescents have found a relationship between online gaming addiction and responsibility and meaning in life (Doğan & Pamuk, 2022 ; Kaya, 2021 ). In the present study, which also considers the different dynamics in online gaming addiction, a new model is proposed to examine the relationship between basic psychological needs and online gaming addiction through responsibility and meaning in life. In this context, the present study assessed whether basic psychological needs (i.e., autonomy, relatedness, competence) affect the relationship between online gaming addiction, meaning in life, and responsibility among adolescents. Four research questions were investigated: Do basic psychological needs predict online gaming addiction? (RQ1); Does the level of responsibility have a mediating effect on the relationship between basic psychological needs and online game addiction? (RQ2); Does meaning in life have a mediating effect on the relationship between basic psychological needs and online game addiction? (RQ3); Do responsibility and meaning in life have a serial mediating effect on the relationship between basic psychological needs and online game addiction? (RQ4).

Participants

Power analysis was performed via the G* Power 3.1.9.7 program to determine the sample size required for the present study. For this purpose, at the conventional significance level of 0.05 and power at 0.80, a small effect size is determined as r = 0.20 (Cohen, 2013 ). As a result of the analysis, it was determined that the required sample size was 395. The sample in the present study comprised 546 individuals (393 females and 153 males). The participants ranged from 15 to 18 years old, with a mean age of 16.25 years (SD ± 0.82). Just below half the sample of the participants were in the 9th grade ( n =252; 46.2%), 156 were in the 10th grade (28.6%), 74 were in the 11th grade (13.6%), and 64 were in the 12th grade (11.7%). Over one-third of the sample self-reported their socioeconomic status (SES) as being low ( n =210; 38.5%), 224 reported it as being medium (41.0%), and 112 reported it as being high (20.5%). Participants stated that they played videogames 3.56 h daily on average (SD ± 3.12). The number of devices they used to play online videogames was 2.09 (SD ± 0.96).

Basic Psychological Needs Scale (BPNS)

The 21-item BPNS (Deci & Ryan, 2000 ; Turkish version: Kesici et al., 2003 ) was used to assess basic psychological needs. The scale consists of three subscales: (i) autonomy (AU), (ii) competence (CMP), and (iii) relatedness (RLT). The scale has 21 items that tap into the satisfaction of autonomy (e.g., “I feel free to decide how to live my life”), relatedness (e.g., “There aren’t many people in my life that I feel close to”), and competence (e.g., “The people I know say that I am successful in what I do”) which are rated on five-point Likert scale from 1 ( strongly disagree ) to 5 ( strongly agree ). The higher the score, the greater fulfillment of autonomy, competence, and relatedness. In the present study, the scale’s internal reliabilities for the need for autonomy were α=.76, McDonald’s ω= 76; the need for competence were α =.67, McDonald’s ω= 68; and the need for relatedness were α =.82, McDonald’s ω= 83.

Meaning in Life Questionnaire Scale (MILQS)

The 10-item MILQS (Steger et al., 2006 ; Turkish version: Demirbaş-Çelik and İşmen-Gazioğlu, 2015 ) was used to assess meaning in life. Items (e.g., “I’m always looking for my life’s purpose”) are rated on seven-point Likert scale from 1 ( definitely disagree ) to 7 ( definitely agree ). The total score ranges between 10 and 70. The higher the score, the higher the individual’s level of search for meaning in life. In the present study, the internal reliability for the existence of meaning in life was α=.85 and for seeking meaning in life was α=.82. For the overall scale, Cronbach’s α was .67, and McDonald’s ω was .72.

Sense of Responsibility and Behavior Scale (SRBS)

The 18-item SRBS (Özen, 2013 ) was used to assess responsibility. Items (e.g., “I feel responsible for being a member of charitable organizations”) are rated on four-point scale ranging from 1 ( never ) to 4 ( always ). The total score ranges between 18 and 72. The higher the score, the greater the level of responsibility. The SRBS consists of two subscales and each can be used separately. The sense of responsibility sub-dimension was used in the present study. For this sub-dimension, Cronbach’s α was .86, and McDonald’s ω was .87.

Online Game Addiction Scale (OGAS)

The 21-item OGAS (Başol & Kaya, 2018 ) was used to assess online gaming addiction. Items (e.g., “My friendships were damaged/broken due to online games”) are rated on a five-point Likert scale ranging from 1 ( absolutely disagree ) to 5 ( absolutely agree ). The total score ranges between 21 and 105 points. The higher the score, the greater the risk of online gaming addiction. In the present study, Cronbach’s α was .88, and McDonald’s ω was .89.

Procedure and Ethics

Participants were selected from three different high schools in Turkey in the cities of Ağrı, Karabük, and Siirt. The schools were informed about the purpose and duration of the study. The researchers visited the schools, and informed consent forms were distributed. Written informed consent forms were obtained from the legal guardians or parents of the adolescents who volunteered to participate in the study. The purpose of the study was explained to the participants. The eligibility criteria for participation in the study were being an adolescent and being an individual who played (or used to play) one or more online videogames. An online link to the survey was sent to the participants, and each participant was allowed to complete the survey only once. All data were collected using Google Forms in the classroom. Participants were reminded that they might stop answering at any stage of the survey process if they wanted to. Participants were asked not to provide personal information to ensure anonymity and confidentiality. Ethics committee approval of this research was obtained from Ağrı İbrahim Çeçen University (reference number: 110), and every research stage was carried out in accordance with the Declaration of Helsinki.

Data Analysis

All analyses were carried out using SPSS version 26, Hayes’ ( 2018 ) PROCESS Macro (version 3), and G* Power 3.1.9.7 programs. Before starting the analysis, the necessary assumptions to perform the analysis were tested. The kurtosis and skewness values were examined to understand whether the assumptions required for the prerequisites of parametric tests were met. The skewness and kurtosis values for a normal distribution have acceptable threshold values if they are ±2 (George, 2010 ). There were no assumption violations in the research data. In addition, it was found that the correlation between the study variables was not high. The correlations ranged between .17 and .63 ( p <.001). The research variables were also examined to ensure there were no multicollinearity issues. When the tolerance, variance inflation factor (VIF), and confidence interval (CI) values were examined, these values were all within acceptable limits. It was determined that VIF was between 1.12 and 1.48, the tolerance value was between .67 and .89, and CI was between 7.21 and 17.88. The limit values required to avoid multicollinearity problems are more than 0.20 for the tolerance value, less than 10 for the VIF value, and less than 30 for the CI value (Albayrak, 2005 ; Büyüköztürk, 2016 ; Şata, 2020 ). Consequently, no multicollinearity problems were detected. Mahalanobis distance values were examined to determine whether there were outliers in the sample. A total of 21 outliers were identified in the dataset. These outliers were excluded from the analysis, meaning the final sample size was 546. SPSS PROCESS macro was utilized to conduct mediation analyses (Hayes, 2018 ). The bootstrapping method was employed with 5000 resampling and 95% confidence intervals (CIs) to test the significance of the mediating pathways. An effect is deemed significant if the confidence interval does not contain zero (Preacher & Hayes, 2008 ).

Table 1 shows the correlations between all the main variables in the study (basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life). Pearson correlations indicated that all variables were significantly (albeit moderately and weakly) related.

Serial Multiple Mediational Analyses—Modeling Data

Table 2 , Table 3 , and Table 4 show the results of the serial mediation analysis. First, there was a direct effect of autonomy on online gaming addiction ( β =−.67, p <.001). Moreover, the relationship between competence and online gaming addiction was examined. There was a direct effect of competence on online gaming addiction ( β =−.63, p < . 001). When the relationship between relatedness, the last of the basic psychological needs, and online gaming addiction was examined, there was a direct effect of relatedness on online gaming addiction ( β =−.48, p < . 001). There was also a significant indirect effect of autonomy on online gaming addiction via responsibility (indirect effect=−.12, SE=.02, 95% CI= [−.20, −.06]). Also, the indirect effect of competence on online gaming addiction via responsibility was significant (indirect effect=−.19, SE=.02, 95% CI= [−.31, −.10]). Lastly, the indirect effect of relatedness on online gaming addiction via responsibility was significant (indirect effect=−.17, SE=.01, 95% CI= [−.26, −.10]).

When indirect effects were examined, there was a significant indirect effect of autonomy on online gaming addiction via meaning in life (indirect effect=−.07, SE=.02, 95% CI= [−.14, −.00]). Also, the indirect effect of competence on online gaming addiction via meaning in life was significant (indirect effect=−.11, SE=.02, 95% CI= [−.22, −.00]). Lastly, the indirect effect of relatedness on online gaming addiction via meaning in life was significant (indirect effect=−.05, SE=.01, 95% CI= [−.10, −.01]).

Moreover, the indirect effects of autonomy on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.04 SE=.01, 95% CI= [−.07, −.01]). Also, the indirect effects of competence on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.02 SE=.01, 95% CI= [−.04, −.00]). Moreover, the indirect effects of relatedness on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.02 SE=.01, 95% CI= [−.06, −.01]). In the relationship between basic psychological needs (autonomy, competence, relatedness) and online gaming addiction, meaning in life and responsibility had serial mediating effects.

The results indicated that autonomy predicted online gaming addiction. When autonomy was entered as the predictor, it significantly predicted online gaming addiction ( β  = −0.67, t = −5.58,  p  < .001), and accounted for 5.4% of the variance in the model. Figure 1  shows the regression coefficients of the mediation model. The indirect path mediated by responsibility ( β =−.12, 95% CI= [−.20, −.06]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.07, 95% CI= [−.14, −.00]) in the relationship between relatedness and online gaming addiction (see Table 2 ). Therefore, responsibility appeared to have a higher effect than meaning in life. Autonomy predicted a higher level of meaning in life. It also predicted a higher level of responsibility. Higher meaning in life was associated with a higher level of responsibility. Higher level of responsibility was associated with lower online gaming addiction. Consequently, the results indicated that the relationship between autonomy and online gaming addiction was partially mediated by meaning in life and responsibility (see Fig. 1 ).

figure 1

The results of the serial multiple mediational models

It was also found that competence predicted online gaming addiction. There was also an indirect relationship between competence and online gaming addiction ( β = −0.64, t = −4.13, p < .001), accounting for 4.7% of the variance in the model. Competence predicted meaning and responsibility in life. The indirect path mediated by responsibility ( β =−.19, 95% CI= [−.31, −.10]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.11, 95% CI= [−.22, −.00]) in the relationship between competence and online gaming addiction Furthermore, the relationship between competence and online gaming addiction was mediated by meaning in life and responsibility separately (see Table 3 ). The results also showed that meaning in life and responsibility had serial mediation effects in the relationship between competence and online gaming addiction (see Fig. 2 ).

figure 2

Lastly, the results indicated that relatedness predicted online gaming addiction ( β = −0.48, t = −4.63, p < .001). When relatedness was included in the model, it was found that it accounted for 3.8% of the variance. Moreover, there was also an indirect relationship between relatedness and online gaming addiction. When the indirect effects are examined, the indirect path mediated by responsibility ( β =−.17, 95% CI= [−.26, −.10]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.05, 95% CI= [−.10, −.01]) in the relationship between relatedness and online gaming addiction (see Table 4 ). The results suggested that the relationship between relatedness and online gaming addiction was partially mediated by meaning in life and responsibility (see Fig. 3 ).

figure 3

In self-determination theory (SDT), basic psychological needs comprise autonomy, competence, and relatedness. In SDT (Deci & Ryan, 2000 ), basic psychological needs are expressed as essential psychological nutrients for psychological development, integrity, and well-being. Negative psychological consequences occur when requirements are not met, neglected, or prevented (Deci & Ryan, 2000 ). If individuals cannot satisfy a basic need, they engage in activities that give pleasure to individuals momentarily, even if they do not satisfy them (Antunes et al., 2020 ; Deci & Ryan, 2011 ). One of these activities is online gaming, which has an incredibly interactive structure. At the same time, online videogames are appreciated because they create an environment where both the need for relatedness and autonomy are met in the virtual world. Individuals naturally seek new challenges to experience a sense of efficacy even when no external rewards (e.g., money) are earned (Dindar, 2018 ; Matsumoto, 2009 ). The fact that online games have a reward mechanism is suitable for activating feelings of competence among individuals. It is thought that adolescents tend to meet their basic psychological needs (need for autonomy, competence, and relatedness) that they cannot fully meet from their parents or close friends through online gaming.

The present study examined the mediating role of meaning in life and the level of responsibility in the relationship between online gaming addiction and basic psychological needs (i.e., autonomy, competence, and relatedness) among adolescents. Findings showed that autonomy predicted online game addiction. In other words, autonomy had significant negative effect on online game addiction. Considering that addiction is related to reduced autonomy (Amatem, 2008 ), it can be said that the finding is compatible with the literature. However, there is a study in which there was a negative relationship between the need for autonomy and digital game addiction among adolescents (Dursun and Çapan, 2018 ), which supports the research finding. On the contrary, there is a study in which autonomy and online game addiction had significant positive relationships (Bekir and Çelik, 2019 ). Similarly, it is known that the need for autonomy has a positive relationship with social media addiction (Young-Ju et al., 2018 ) and a negative relationship with Internet addiction (Piri et al., 2018 ; Zeren & Can, 2019 ). These studies, which have obtained different results, make the relationship between the need for autonomy and digital addictions open to discussion but also show that further research is needed.

According to the present study’s findings, it was found that relatedness and competence, as well as autonomy, predicted online gaming addiction. Studies have shown that competence and relatedness have significant relationships with online gaming addiction (Bekir and Çelik, 2019 ; Dursun and Çapan, 2018 ). In addition, research has shown that relatedness has a negative relationship with short-form video addiction (Yang et al., 2022 ), and relatedness dissatisfaction positively correlates with Internet gaming disorder (Hui et al., 2019 ). Moreover, significant negative relationships have been found between competence and smartphone addiction (Gao et al., 2022 ; Sun et al., 2020 ) and Internet addiction (Zeren & Can, 2019 ; Canoğulları, 2014 ). Based on these results concerning technological addictions, it can be said that the literature findings and the results of the present study are compatible.

The tendency of individuals to play online videogames may be to meet their autonomy, competence, and relatedness needs (Ryan et al., 2006 ). In addition, when basic psychological needs are prevented, technological addictions (gaming addiction, smartphone addiction, social network addiction, and Internet addiction) increase (Gugliandolo et al., 2020 ). This may be the compensation for unmet basic psychological needs through addiction (Kuss et al., 2017 ; Mills et al., 2018 ). Therefore, fulfilling basic psychological needs in real life and eliminating the problems that prevent this satisfaction can be a protective factor against online gaming addiction.

Another finding of the present study was that the level of responsibility hads a mediating effect on the relationship between basic psychological needs and online gaming addiction. However, there was a positive and significant relationship between basic psychological needs and responsibility. In contrast, a significant negative relationship was found between responsibility and online gaming addiction. Considering that the components of responsibility (accountability, liability, and imputability) in Robinson’s ( 2009 ) definition appear less important in online environments, it is assumed that adolescents who are addicted to online gaming experience less sense of responsibility. A recent study found that a higher level of responsibility significantly predicted online gaming addiction, whereas a lower level of responsibility negatively affected online gaming addiction (Kesici, 2020 ).

Research conducted by Arslan ( 2021 ) found that secondary school students’ sense of responsibility and behavior had a crucial predictive role in online gaming addiction. Another study reported a significant negative relationship between the students’ videogame addiction and their personal and social responsibility behavior (Dinçer & Kolan, 2020 ). Based on previous studies and the results of the present study, it is thought that increasing the level of responsibility of secondary and high school students would reduce gaming addiction. Adolescents whose level of responsibility increases are also more likely to engage in responsible behavior. This is supported by studies in the literature that physical education and sports play an essential role in helping adolescents acquire responsible behavior (Bayraktar et al., 2016 ; Bugdayci, 2019 ; Tazegül, 2014 ). These studies’ results are considered necessary regarding online gaming addiction because such behavior leads to a sedentary lifestyle (Cómez-Mármol et al., 2017 ).

Findings indicated that meaning in life had a mediating effect on the relationship between basic psychological needs and online gaming addiction. However, there was a positive and significant relationship between basic psychological needs and meaning in life. In contrast, a significant negative relationship between meaning in life and online gaming addiction was found. These findings demonstrate the importance of meaning in life in preventing online gaming addiction among adolescents. A study by Kaya ( 2021 ) on adolescent online gaming addiction found that as the level of online gaming addiction decreased, the level of meaning in life increased. These results suggest that meaning in life affects online gaming addiction as a cause and consequence. Considering that having a meaningful life increases resilience (Batmaz et al., 2021 ; Doğrusever et al., 2022 ), low resilience increases gaming addiction (Canale et al., 2019 ), and gaming addiction reduces happiness (Kaya, 2021 ; Turan, 2021 ), meaning in life seems to be an essential variable that can affect gaming addiction.

What makes the present study unique to the online gaming addiction literature is that responsibility and meaning in life had a serial mediating effect on the relationship between basic psychological needs and online gaming addiction. In other words, the results indicated that the relationship between relatedness, competence, and autonomy with online gaming addiction was partially mediated by meaning in life and responsibility. This finding suggests that the need for autonomy, competence, and relatedness increases the level of meaning in life, which in turn reduces online game addiction. Similarly, online game addiction can decrease as the need for autonomy, competence, and relatedness increases the level of responsibility. In addition, based on the serial mediation effect, it suggests that meeting the need for autonomy, competence, and relatedness can reduce adolescents’ online game addiction by increasing their meaning in life and their level of responsibility.

To the best of the authors’ knowledge, the present study is the first to examine the mediating role of responsibility and meaning in life between basic psychological needs and online gaming addiction. The associations between these variables provide greater understanding and knowledge concerning online gaming addiction and provide additional insight into the significant causes that underlie playing games online (which may be potential factors in the acquisition, development, and maintenance of online gaming addiction among adolescents). Moreover, fulfilling basic psychological needs appears to increase responsibility and meaning in life and reduce susceptibility to online gaming addiction. The findings enrich the literature because it suggests new protective factors that might prevent adolescents from developing online gaming addiction.

The findings offer relevant practical implications for adolescents, educators, families, private and public health institutions, and mental health professionals to assist them in designing addiction prevention strategies and policies. Results also suggest that basic psychological need satisfaction fulfilment in real life plays an important role in the development and maintenance of online gaming addiction among adolescents. Educators, parents, and adolescents could utilize awareness of the factors contributing to online gaming addiction to help them take preventive measures against it. In addition, if adolescents have high levels of responsibility and meaning in life, it may help reduce online game addiction. Considering the findings, it is recommended that mental health professionals provide training and services that increase the level of responsibility among adolescents and enable them to have meaning in their lives to prevent the onset of online gaming addiction. In addition, private and public health institutions should implement training programs to improve the skills of parents, such as digital parenting, to cope with online gaming addiction. This training should also ensure that parents behave with awareness of the basic psychological needs of adolescents in the family and that they gain thoughts and approaches that can add responsibility and meaning in life.

Limitations

As in all studies, the present study also has some limitations. The first is that the study was cross-sectional. Conducting a cross-sectional study means that causality between the study variables cannot be determined. Second, completing the survey online may have influenced respondents’ responses (with those without home Internet access unable to participate). The online data were also collected during the COVID-19 pandemic. Therefore, adolescents living in isolated environments may have increased their gaming during this period. This unusual situation may have resulted in a lower sense of responsibility and a less meaningful life. This is consistent with the present study’s findings. Another limitation is that the participants were high school students studying in different schools in Turkish provinces, so the findings are not necessarily generalizable to all Turkish schoolchildren. The sample was also limited because it did not include other education levels, such as primary and secondary schools and children from different geographical and cultural regions in Turkey and/or other countries. Future studies are needed with different age groups, such as primary school, secondary school, university students, adults, and various geographical regions in the sample groups (both in and outside Turkey). Such studies are needed to confirm the findings reported here and should include other research designs (e.g., longitudinal studies to determine causality between variables) and other types of data (e.g., qualitative interview data to attain richer data). Another limitation of the present study was that the participant’s responses were self-report and therefore subject to well-established method biases (e.g., social desirability, memory recall).

The study’s findings indicated that adolescents whose basic psychological needs were met exhibited lower levels of online gaming addiction than adolescents whose basic psychological needs were not met. Consequently, the adverse effects of online gaming addiction may be reduced by interventions that meet adolescents’ basic psychological needs. Similarly, a significant negative relationship was found between responsibility and online gaming addiction. Consequently, it appears that adolescents who fulfill the requirements of individual and social responsibilities (studying, spending time with family, going out with friends, etc.) have greater protection from the more negative effects of online gaming. However, when meaning in life and responsibility are included in the relationship between basic psychological needs and online gaming addiction, the effect of basic psychological needs on online game addiction decreases. This suggests that meaning in life and responsibility have a serial mediating role between basic psychological needs and online gaming addiction.

Data Availability

The data that support the findings of this study are available from the first author upon reasonable request.

Aboujaoude, E., Koran, L. M., Gamel, N., Large, M. D., & Serpe, R. T. (2006). Potential markers for problematic internet use: A telephone survey of 2.513 adults. CNS Spectrum, 11 (10), 750–755. https://doi.org/10.1017/S1092852900014875

Article   Google Scholar  

Akbağ, M., & Ümmet, D. (2018). Ana-babaya bağlanma ile öznel iyi oluş arasındaki ilişkide temel psikolojik ihtiyaçların doyumunun aracı rolü.  Turkish Psychological Counseling and Guidance Journal ,  8 (50), 59–85. https://dergipark.org.tr/tr/download/article-file/571505

Albayrak, A. S. (2005). Çoklu doğrusal bağlantı halinde en küçük kareler tekniğinin alternatifi yanlı tahmin teknikleri ve bir uygulama. ZKÜ Sosyal Bilimler Dergisi, 1 (1), 105–126. https://dergipark.org.tr/tr/pub/ijmeb/issue/54840/750869

Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and video games predict internet gaming disorder scores and well being. Computers in Human Behavior, 84 , 220–229. https://doi.org/10.1016/j.chb.2018.02.034

Amatem. (2008). Bilgisayar ve internet . Ankara: Amatem Yayınları.

Google Scholar  

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5®) . American Psychiatric Publishing.

Book   Google Scholar  

Amini, Z., & Heidary, B. S. (2020). What components of adolescents’ responsibility are effective in preventing addiction? Advanced Biomedical Research, 9 (1), 2–8. https://doi.org/10.4103/abr.abr_204_19

Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive Behaviors, 30 (2), 252–262. https://doi.org/10.1037/adb0000160

Antunes, R., Frontini, R., Amaro, N., Salvador, R., Matos, R., Morouço, P., & Rebelo- Gonçalves, R. (2020). Exploring lifestyle habits, physical activity, anxiety and basic psychological needs in a sample of Portuguese adults during COVID-19. International Journal of Environmental Research and Public Health, 17 (12), 4360–4372. https://doi.org/10.3390/ijerph17124360

Article   CAS   Google Scholar  

Arslan, A. (2021). Ortaokul öğrencilerinde oyun bağımlılığı ile sorumluluk duygusu davranışı ve sosyal beceriler arasındaki ilişkinin incelenmesi [Unpublished master’s thesis] . İstanbul Sabahattin Zaim Üniversitesi.

Arslan, G., & Wong, P. T. (2022). Measuring personal and social responsibility: an existential positive psychology approach. Journal of Happiness and Health, 2 (1), 1–11. https://doi.org/10.47602/johah.v2i1.5

Arslan, G., & Yıldırım, M. (2021). Perceived risk, positive youth–parent relationships, and internalizing problems in adolescents: Initial development of the Meaningful School Questionnaire. Child Indicators Research, 14 (5), 1911–1929. https://doi.org/10.1007/s12187-021-09841-0

Ates, B., Kaya, A., & Tunç, E. (2018). The ınvestigation of predictors of cyberbullying and cyber victimization in adolescents. International Journal of Progressive Education, 14 (5), 103–118. https://doi.org/10.29329/ijpe.2018.157.9

Bailey, T. H., & Phillips, L. J. (2016). The influence of motivation and adaptation on students’ subjective well-being, meaning in life and academic performance. Higher Education Research & Development, 35 (2), 201–216.

Ballabio, M., Griffiths, M. D., Urbán, R., Quartiroli, A., Demetrovics, Z., & Király, O. (2017). Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study. Addiction Research & Theory, 25 (5), 397–408. https://doi.org/10.1080/16066359.2017.1305360

Başol, G., & Kaya, A. B. (2018). Motives and consequences of online game addiction: A scale development study. Archives of Neuropsychiatry, 55 (3), 225–232. https://doi.org/10.5152/npa.2017.17017

Batmaz, H., & Çelik, E. (2021). Examining the online game addiction level in terms of sensation seeking and loneliness in university students. Addicta: The Turkish Journal on Addictions, 8 (2), 126–131. https://doi.org/10.5152/ADDICTA.2021.21017

Batmaz, H., Ulusoy, Y., & İnceoğlu, F. (2020). The mediating role of digital game addiction in the correlation between cyber victimization and cyber bullying. Sciences Studies Journal, 6 (73), 5093–5108. https://doi.org/10.26449/sssj.2726

Batmaz, H., Türk, N., & Doğrusever, C. (2021). The mediating role of hope and loneliness in the relationship between meaningful life and psychological resilience in the Covid-19 Pandemic during. Anemon Muş Alparslan Üniversitesi Sosyal Bilimler Dergisi, 9 (5), 1403–1420. https://doi.org/10.18506/anemon.895199

Baumeister, R. F., & Vohs, K. D. (2002). The pursuit of meaningfulness in life. In: In C. R. Snyder & S. J. Lopez (Eds.), Handbook of Positive Psychology , (pp. 608–618). Oxford University Press

Bayraktar, G., Tozoğlu, E., Gülbahçe, Ö., Öztürk, M. E., & Gülbahçe, A. (2016). Üniversite öğrencilerinin bireysel sosyal sorumluluk düzeylerinin spor ve farklı değişkenler açısından incelenmesi. Uluslararası Hakemli Akademik Spor Sağlık Ve Tıp Bilimleri Dergisi, 18 , 77–88.

Bekir, S., & Çelik, E. (2019). Examining the factors contributing to adolescents’ online game addiction. Anales De Psicología/annals of Psychology, 35 (3), 444–452. https://doi.org/10.6018/analesps.35.3.323681

Berkowitz, L., & Daniels, L. R. (1963). Responsibility and dependency. The Journal of Abnormal and Social Psychology, 66 (5), 429–436. https://doi.org/10.1037/h0049250

Beranuy, M., Machimbarrena, J. M., Asunción Vega-Osés, M., Carbonell, X., Griffiths, M. D., Pontes, H. M., & González-Cabrera, J. (2020). Spanish validation of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF): Prevalence and relationship with online gambling and quality of life. International Journal of Environmental Research and Public Health, 17 (5), 1562–1577. https://doi.org/10.3390/ijerph17051562

Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43 , 242–250. https://doi.org/10.1016/j.chb.2014.10.055

Brassai, L., Piko, B. F., & Steger, M. F. (2011). Meaning in life: Is it a protective factor for adolescents’ psychological health? International Journal of Behavioral Medicine, 18 (1), 44–51. https://doi.org/10.1007/s12529-010-9089-6

Bugdayci, S. (2019). Examining personal and social responsibility levels of secondary school students. Universal Journal of Educational Research, 7 (1), 206–210. https://doi.org/10.13189/ujer.2019.070126

Büyüköztürk, Ş. (2016). Data analysis handbook for social sciences (22nd ed.). Pegem Akademi Publishing.

Canale, N., Marino, C., Griffiths, M. D., Scacchi, L., Monaci, M. G., & Vieno, A. (2019). The association between problematic online gaming and perceived stress: The moderating effect of psychological resilience. Journal of Behavioral Addictions, 8 (1), 174–180. https://doi.org/10.1556/2006.8.2019.01

Canoğulları, Ö. (2014). İnternet bağımlılık düzeyleri farklı ergenlerin cinsiyetlerine göre psikolojik ihtiyaçları, sosyal kaygıları ve anne baba tutum algılarının incelenmesi . (Unpublished Master's thesis), Çukurova Üniversitesi, Adana

Cantarero, K., Van Tilburg, W. A., & Smoktunowicz, E. (2021). Affirming basic psychological needs promotes mental well-being during the COVID-19 outbreak. Social Psychological and Personality Science, 12 (5), 821–828. https://doi.org/10.1177/1948550620942708

Çelik, N. D., & Gazioğlu, E. İ. (2017). Üst-düzey kişilik faktörleri ve yaşamda anlam: temel psikolojik ihtiyaçlarin araci rolü. Balıkesir Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 20 (38), 11–32. https://doi.org/10.31795/baunsobed.645147

Chamarro, A., Oberst, U., Cladellas, R., & Fuster, H. (2020). Effect of the frustration of psychological needs on addictive behaviors in mobile videogamers—The mediating role of use expectancies and time spent gaming. International Journal of Environmental Research and Public Health, 17 (17), 6429. https://doi.org/10.3390/ijerph17176429

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126 , 106974. https://doi.org/10.1016/j.chb.2021.106974

Chiou, W. B., & Wan, C. S. (2007). Using cognitive dissonance to induce adolescents’ escaping from the claw of online gaming: The roles of personal responsibility and justification of cost. CyberPsychology & Behavior, 10 (5), 663–670. https://doi.org/10.1089/cpb.2007.9972

Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and Clinical Neurosciences, 63 , 455–462. https://doi.org/10.1111/j.1440-1819.2009.01925.x

Cohen, J. (2013). Statistical power analysis for the behavioral sciences . Routledge.

Columb, D., Griffiths, M. D., & O’Gara, C. (2022). Online gaming and gaming disorder: More than just a trivial pursuit. Irish Journal of Psychological Medicine, 39 (1), 1–7. https://doi.org/10.1017/ipm.2019.31

Cómez-Mármol, A., Martínez, B. J., Sánchez, E. D., Valero, A., & González-Víllora, S. (2017). Personal and social responsibility development through sport participation in youth scholars. Journal of Physical Education and Sport, 17 (2), 775–782. https://doi.org/10.7752/jpes.2017.02118

Corey, G. (2015). Theory and practice of counseling and psychotherapy. Nelson Education.

Cüceloğlu, D. (2015). Anlamlı ve coşkulu bir yaşam için savaşçı . Remzi Kitabevi.

De Pasquale, C., Sciacca, F., Martinelli, V., Chiappedi, M., Dinaro, C., & Hichy, Z. (2020). Relationship of internet gaming disorder with psychopathology and social adaptation in Italian young adults. International Journal of Environmental Research and Public Health, 17 (21), 8201. https://doi.org/10.3390/ijerph17218201

Debats, D. L., Van der Lubbe, P. M., & Wezeman, F. R. (1993). On the psychometric properties of the Life Regard Index (LRI): A measure of meaningful life: An evaluation in three independent samples based on the Dutch version. Personality and Individual Differences, 14 (2), 337–345. https://doi.org/10.1016/0191-8869(93)90132-M

Deci, E. L., & Ryan, R. M. (2000). The” what” and” why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11 (4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Deci, E. L., & Ryan, R. M. (2011). Levels of analysis, regnant causes of behavior and well-being: The role of psychological needs. Psychological Inquiry, 22 (1), 17–22. https://doi.org/10.1080/1047840X.2011.545978

Demirbaş-Çelik, N., & İşmen-Gazioğlu, E. (2015). Meaning in life questionnaire high school form: Turkish validity and reliability. Mehmet Akif Ersoy University Journal of Education Faculty, 33 , 42–60.

Dinçer, B., & Kolan, H. İ. (2020). Ortaokul öğrencilerinin bilgisayar oyun bağımlılığı düzeyleri ile sorumluluk davranışı arasındaki ilişki. Kastamonu Eğitim Dergisi, 28 (6), 2319–2330. https://doi.org/10.24106/kefdergi.833550

Dindar, M. (2018). Do people play MMORPGs for extrinsic or intrinsic rewards? Telematics and Informatics, 35 (7), 1877–1886. https://doi.org/10.1016/j.tele.2018.06.001

Doğan, D. A., & Pamuk, İ. (2022). Uzaktan eğitim sürecinde ergenlerin çevrimiçi oyunlara yönelik deneyimleri: Fenomenolojik bir araştırma. International Journal of Social Sciences and Education Research, 8 (1), 71–86. https://doi.org/10.24289/ijsser.1032025

Doğrusever, C., Türk, N., & Batmaz, H. (2022). The mediating role of meaningful life in the relationship between self-esteem and psychological resilience. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 23 (2), 910–928. https://doi.org/10.17679/inuefd.1029866

Dökmen, Ü. (2019). Varolmak gelişmek uzlaşmak , İstanbul, Remzi Kitapevi.

Douglass, N. H. (2001). Saygı ve sorumluluk eğitiminde yeni yaklaşımlar . Nobel Yayınları. Dökmen, Ü. (2019). Varolmak, gelişmek, uzlaşmak . Sistem Yayıncılık

Dursun, A., & Çapan, B. E. (2018). Ergenlerde dijital oyun bağımlılığı ve psikolojik ihtiyaçlar. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 19 (2), 128–140. https://doi.org/10.17679/inuefd.336272

Eakman, A. M. (2013). Relationships between meaningful activity, basic psychological needs, and meaning in life: Test of the meaningful activity and life meaning model. OTJR: Occupation, Participation and Health, 33 (2), 100–109. https://doi.org/10.3928/15394492-20130222-02

Erevik, E. K., Landrø, H., Mattson, Å. L., Kristensen, J. H., Kaur, P., & Pallesen, S. (2022). Problem gaming and suicidality: A systematic literature review. Addictive Behaviors Reports, 15 , 100419. https://doi.org/10.1016/j.abrep.2022.100419

Erikson, E. (1968). Identity, youth and crisis . Norton.

Frankl, V. (1969). The will to meaning . New American Library.

Frankl, V. E. (2009). İnsanın anlam arayışı . Okuyan Us Yayıncılık.

Gao, Q., Zheng, H., Sun, R., & Lu, S. (2022). Parent-adolescent relationships, peer relationships and adolescent mobile phone addiction: The mediating role of psychological needs satisfaction. Addictive Behaviors, 129 , 107260. https://doi.org/10.1016/j.addbeh.2022.107260

Geçtan, E. (2006). İnsan olmak (5. Baskı). Metis

George, D. (2010). SPSS for windows step by step: A simple study guide and reference, 17.0 update (10th ed.). Pearson

Glasser, W. (2005). Responsibility, respect and relationships: Creating emotionally safe classrooms . Quality Educational Programs Inc.

Griffiths, M. D. (2017). Behavioural addiction and substance addiction should be defined by their similarities not their dissimilarities. Addiction, 112 (10), 1718–1720. https://doi.org/10.1111/add.13828

Griffiths, M. D. (2022). Online gaming addiction in youth: Some comments on Rosendo-Rios et al. (2022). Addictive Behaviors, 130 , 107311. https://doi.org/10.1016/j.addbeh.2022.107311

Gugliandolo, M. C., Costa, S., Kuss, D. J., Cuzzocrea, F., & Verrastro, V. (2020). Technological addiction in adolescents: The interplay between parenting and psychological basic needs. International Journal of Mental Health and Addiction, 18 (5), 1389–1402. https://doi.org/10.1007/s11469-019-00156-4

Haberlin, K. A., & Atkin, D. J. (2022). Mobile gaming and Internet addiction: When is playing no longer just fun and games? Computers in Human Behavior, 126 , 106989. https://doi.org/10.1016/j.chb.2021.106989

Hayes, A. F. (2018). Partial, conditional, and moderated moderated mediation: Quantification, inference, and interpretation. Communication Monographs, 85 (1), 4–40. https://doi.org/10.1080/03637751.2017.1352100

Herodotou, C., Winters, N., & Kambouri, M. (2012). A motivationally oriented approach to understanding game appropriation. International Journal of Human-Computer Interaction, 28 (1), 34–47. https://doi.org/10.1080/10447318.2011.566108

Holdorf, W. E., & Greenwald, J. M. (2018). Toward a taxonomy and unified construct of responsibility. Personality and Individual Differences, 132 , 115–125. https://doi.org/10.1016/j.paid.2018.05.028

Hui, B. P. H., Wu, A. M., Siu, N. Y., Chung, M. L., & Pun, N. (2019). The effects of need satisfaction and dissatisfaction on flourishing among young Chinese gamers: The mediating role of internet gaming disorder. International Journal of Environmental Research and Public Health, 16 (22), 4367. https://doi.org/10.3390/ijerph16224367

Hussain, Z., Griffiths, M. D., & Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20 (5), 359–371. https://doi.org/10.3109/16066359.2011.640442

İhsan, S., Yenigün, Ö., Altıncı, E. E., & Öztürk, A. (2011). Temel psikolojik ihtiyaçların tatmininin genel öz yeterlik ve sürekli kaygı üzerine etkisi (Sakarya Üniversitesi Spor Yöneticiliği Bölümü örneği). Spormetre Beden Eğitimi Ve Spor Bilimleri Dergisi, 9 (4), 149–156. https://doi.org/10.1501/Sporm_0000000212

Jim, H. S., Richardson, S. A., Golden-Kreutz, D. M., & Andersen, B. L. (2006). Strategies used in coping with a cancer diagnosis predict meaning in life for survivors. Health Psychology, 25 , 753–761. https://doi.org/10.1037/0278-6133.25.6.753

Karaca, S., Karakoc, A., Can Gurkan, O., Onan, N., & Unsal Barlas, G. (2020). Investigation of the online game addiction level, sociodemographic characteristics and social anxiety as risk factors for online game addiction in middle school students. Community Mental Health Journal, 56 (5), 830–838. https://doi.org/10.1007/s10597-019-00544-z

Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31 , 118–122. https://doi.org/10.1016/j.chb.2013.10.017

Kaya, A. (2021). Adölesanlarda dijital oyun bağımlılığının mutluluk ve yaşamın anlamına etkisi. Bağımlılık Dergisi, 22 (3), 297–304. https://doi.org/10.51982/bagimli.902685

Kesici, A. (2018). Lise öğrencilerinin sorumluluk düzeylerinin çeşitli değişkenlere göre incelenmesi. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 38 (3), 965–985.

Kesici, A. (2020). The effect of conscientiousness and gender on digital game addiction in high schoolstudents. Journal of Education and Future, 18 , 43–53.

Kesici, Ş, et al. (2003). Temel psikolojik ihtiyaçlar ölçeğinin geçerlik ve güvenirliği . Malatya, Turkey: VII. National PDR Congress İnönü University.

Kilinç, Z., & Gürer, B. (2019). Doğa sporları yapanların temel psikolojik ihtiyaçlarının zihinsel dayanıklılığa etkisi. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi, 14 (2), 222–233. https://doi.org/10.33459/cbubesbd.576242

Kim, D., Nam, J. K., & Keum, C. (2022). Adolescent internet gaming addiction and personality characteristics by game genre. PloS One, 17 (2), e0263645. https://doi.org/10.1371/journal.pone.0263645

King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of internet gaming disorder. Clinical Psychology Review, 34 (4), 298–308. https://doi.org/10.1016/j.cpr.2014.03.006

King, L. A., & Hicks, J. A. (2021). The science of meaning in life. Annual Review of Psychology, 72 , 561–584. https://doi.org/10.1146/annurev-psych-072420-122921

Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. Journal of Medical Internet Research, 17 (4), e3515. https://doi.org/10.2196/jmir.3515

Kokkini, V., Tseliou, E., Abakoumkin, G., & Bozatzis, N. (2022). “Immersed in world of warcraft”: A discursive study of identity management talk about excessive online gaming. Journal of Language and Social Psychology, 41 (5), 590–612. https://doi.org/10.1177/0261927X211067820

Kuss, D. J., & Billieux, J. (2017). Technological addictions: Conceptualisation, measurement, etiology and treatment. Addictive Behaviors, 64 , 231–233.

Kuss, D. J., Dunn, T. J., Wӧlfling, K., Müller, K. W., Hędzelek, M., & Marcinkowski, J. (2017). Excessive Internet use and psychopathology: the role of coping.  Clinical Neuropsychiatry, 14 (1), 73–81. https://irep.ntu.ac.uk/id/eprint/28364

Larrieu, M., Billieux, J., & Decamps, G. (2022). Problematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles. Addictive Behaviors, 133 , 107363. https://doi.org/10.1016/j.addbeh.2022.107363

Lee, Y. S., Han, D. H., Yang, K. C., Daniels, M. A., Na, C., Kee, B. S., & Renshaw, P. F. (2008). Depression like characteristics of 5HTTPLPR polymorphism and temperament in excessive internet users. Journal of Affective Disorders, 109 , 165–169. https://doi.org/10.1016/j.jad.2007.10.020

Lee, J. Y., Ko, D. W., & Lee, H. (2019). Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model. Internet Research, 29 (2), 381–394. https://doi.org/10.1108/IntR-01-2018-0020

Lelonek-Kuleta, B., Bartczuk, R. P., & Wiechetek, M. (2021). Pay for play–Behavioural patterns of pay-to-win gaming. Computers in Human Behavior, 115 , 106592. https://doi.org/10.1016/j.chb.2020.106592

Levine, S. L., Brabander, C. J., Moore, A. M., Holding, A. C., & Koestner, R. (2022). Unhappy or unsatisfied: Distinguishing the role of negative affect and need frustration in depressive symptoms over the academic year and during the COVID-19 pandemic. Motivation and Emotion, 46 (1), 126–136. https://doi.org/10.1007/s11031-021-09920-3

Liang, Q., Yu, C., Xing, Q., Liu, Q., & Chen, P. (2021). The influence of parental knowledge and basic psychological needs satisfaction on peer victimization and internet gaming disorder among Chinese adolescents: A mediated moderation model. International Journal of Environmental Research and Public Health, 18 (5), 2397. https://doi.org/10.3390/ijerph18052397

Liu, D., Wang, Z., Yang, X., Zhang, Y., Zhang, R., & Lin, S. (2021). Perceived autonomy-supportive parenting and internet addiction: Respiratory sinus arrhythmia moderated the mediating effect of basic psychological need satisfaction. Current Psychology, 40 (9), 4255–4264. https://doi.org/10.1007/s12144-019-00485-6

Luciana, R. P. (2010). One minute more: Adolescent addiction for virtual world. Procedia-Social and Behavioral Sciences, 2 (2), 3706–3710. https://doi.org/10.1016/j.sbspro.2010.03.576

Marcia, J. E. (1980). Identity in adolescence. In J. Adelson (Ed.), Handbook of adolescent psychology (pp. 159–187). Wiley.

Martins, P., Rosado, A., Ferreira, V., & Biscaia, R. (2015). Examining the validity of the personal-social responsibility questionnaire among athletes. Motriz: Revista de Educação Física, 21 (3), 321–328. https://doi.org/10.1590/S1980-65742015000300014

Martins, P., Rosado, A., Ferreira, V., & Biscaia, R. (2017). Personal and social responsibility among athletes: The role of self-determination, achievement goals and engagement. Journal of Human Kinetics, 57 (1), 39–50. https://doi.org/10.1515/hukin-2017-0045

Mascaro, N., & Rosen, D. H. (2005). Existential meaning’s role in the enhancement of hope and prevention of depressive symptoms. Journal of Personality, 73 (4), 985–1014. https://doi.org/10.1111/j.1467-6494.2005.00336.x

Matsumoto, D. (2009). The Cambridge dictionary of psychology . Cambridge University Press.

McInroy, L. B., & Mishna, F. (2017). Cyberbullying on online gaming platforms for children and youth. Child and Adolescent Social Work Journal, 34 (6), 597–607. https://doi.org/10.1007/s10560-017-0498-0

Mergler, A., & Shield, P. (2016). Development of the Personal Responsibility Scale for adolescents. Journal of Adolescence, 100 (51), 50–57. https://doi.org/10.1016/j.adolescence.2016.05.011

Mills, D. J., & Allen, J. J. (2020). Self-determination theory, internet gaming disorder, and the mediating role of self-control. Computers in Human Behavior, 105 , 106209. https://doi.org/10.1016/j.chb.2019.106209

Mills, D. J., Milyavskaya, M., Heath, N. L., & Derevensky, J. L. (2018). Gaming motivation and problematic video gaming: The role of needs frustration. European Journal of Social Psychology, 48 (4), 551–559. https://doi.org/10.1002/ejsp.2343

Monacis, L., de Palo, V., Griffiths, M. D., & Sinatra, M. (2017). Exploring individual differences in online addictions: The role of identity and attachment. International Journal of Mental Health and Addiction, 15 (4), 853–868. https://doi.org/10.1007/s11469-017-9768-5

Mun, I. B., & Lee, S. (2022). A longitudinal study of the impact of parental loneliness on adolescents’ online game addiction: The mediating roles of adolescents’ social skill deficits and loneliness. Computers in Human Behavior, 136 , 107375. https://doi.org/10.1016/j.chb.2022.107375

Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M. Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5 (4), 390–405. https://doi.org/10.1037/ppm0000066

Orkibi, H., & Ronen, T. (2017). Basic psychological needs satisfaction mediates the association between self-control skills and subjective well-being. Frontiers in Psychology, 8 , 936. https://doi.org/10.3389/fpsyg.2017.00936

Özen, Y. (2011). Sorumluluk eğitimi . Nobel Yayın Dağıtım.

Özen, Y. (2013). Sorumluluk duygusu ve davranışı ölçeğinin geliştirilmesi güvenirliği ve geçerliği. Gümüshane University Electronic Journal of the Institute of Social Science, 4 (7), 343–356.

Park, C. L. (2010). Making sense of the meaning literature: An integrative review of meaning making and its effects on adjustment to stressful life events. Psychological Bulletin, 136 , 257–301. https://doi.org/10.1037/a0018301

Piri, Z., Majd, M. A., Bazzazyan, S., & ve Ghamari, M. (2018). The mediating role of coping strategies in relation with psychological needs and internet addiction among college student. International Journal of Applied Behavioral Sciences, 5 (3), 9–17. https://doi.org/10.22037/ijabs.v5i3.24194

Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior Research Methods, 40 (3), 879–891.

Purwaningsih, E., & Nurmala, I. (2021). The impact of online game addiction on adolescent mental health: A systematic review and meta-analysis. Open Access Macedonian Journal of Medical Sciences, 9 (F), 260–274. https://doi.org/10.3889/oamjms.2021.6234

Qiu, C., Liu, Q., Yu, C., Li, Z., & Nie, Y. (2022). The influence of meaning in life on children and adolescents’ problematic smartphone use: A three-wave multiple mediation model. Addictive Behaviors, 126 , 107199. https://doi.org/10.1016/j.addbeh.2021.107199

Rajab, A. M., Zaghloul, M. S., Enabi, S., Rajab, T. M., Al-Khani, A. M., Basalah, A., & Saquib, N. (2020). Gaming addiction and perceived stress among Saudi adolescents. Addictive Behaviors Reports, 11 , 100261. https://doi.org/10.1016/j.abrep.2020.100261

Rigby, S., & Ryan, R. M. (2017). Time well spent? Motivation for entertainment media and its eudaimonic aspects through the lens of self-determination theory. L. Reinecke, M.B. Oliver (Eds.),  The Routledge handbook of media use and well-being, international perspectives on theory and research on positive media effects (pp. 34–48). Routledge

Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound: How video games draw us in and hold us spellbound . AbC-CLIo.

Robinson, S. (2009). The nature of responsibility in a professional setting. Journal of Business Ethics, 88 (1), 11–19. https://doi.org/10.1007/s10551-009-0103-3

Rosendo-Rios, V., Trott, S., & Shukla, P. (2022). Systematic literature review online gaming addiction among children and young adults: A framework and research agenda. Addictive Behaviors, 129 , 107238. https://doi.org/10.1016/j.addbeh.2022.107238

Ruyter, D. D. (2002). The virtue of taking responsibility. Educational Philosophy and Theory, 34 (1), 25–35. https://doi.org/10.1111/j.1469-5812.2002.tb00283.x

Ryan, R. M., & Deci, E. L. (2000). The darker and brighter sides of human existence: Basic psychological needs as a unifying concept. Psychological Inquiry, 11 (4), 319–338. https://doi.org/10.1207/S15327965PLI1104_03

Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness . Guilford Publications.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30 (4), 344–360. https://doi.org/10.1007/s11031-006-9051-8

Ryff, C. D. (1989). Happiness is everything, or is it? Explorations on the psychological well-being. Journal of Personality and Social Psychology, 57 , 1069–1081. https://doi.org/10.1037/0022-3514.57.6.1069

Sachdeva, A., & Verma, R. (2015). Internet gaming addiction: A technological hazard. International Journal of High Risk Behaviors & Addiction, 4 (4), e26359. https://doi.org/10.5812/ijhrba.26359

Şata, M. (2020). Nicel araştırma yaklaşımları. Oğuz, E. (Eds.), Eğitimde araştırma yöntemleri içinde (p. 77–97). Eğiten Kitap Yayıncılık

Sela, Y., Zach, M., Amichay-Hamburger, Y., Mishali, M., & Omer, H. (2020). Family environment and problematic internet use among adolescents: The mediating roles of depression and fear of missing out. Computers in Human Behavior, 106 , 106226. https://doi.org/10.1016/j.chb.2019.106226

Shahzadi, U., Koul, R. B., Haq, M. N. U., & Arshad, M. (2022). Attitude, behavior and responsibility to environmental literacy in education organization: A quantitative assessment. Indian Journal of Economics and Business, 21 (1), 709–716. http://www.ashwinanokha.com/IJEB.php

Shek, D. T., Dou, D., Zhu, X., & Chai, W. (2019). Positive youth development: Current perspectives. Adolescent Health, Medicine and Therapeutics, 10 , 131–141. https://doi.org/10.2147/AHMT.S179946

Shen, C. X., Liu, R. D., & Wang, D. (2013). Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life. Computers in Human Behavior, 29 (1), 185–192. https://doi.org/10.1016/j.chb.2012.08.004

Steger, M. F. (2012). Experiencing meaning in life. In P. T. P. Wong (Ed.), The human quest for meaning: Theories, research and applications (pp. 165–184). Taylor & Francis.

Steger, M. F., Frazier, P., Oishi, S., & Kaler, M. (2006). The Meaning in Life Questionnaire: Assessing the presence of and search for meaning in life. Journal of Counseling Psychology, 53 (1), 80–93. https://doi.org/10.1037/0022-0167.53.1.80

Subrahmanyam, K., & Šmahel, D. (2011). Constructing identity online: Identity exploration and self-presentation. In:  Digital youth  (pp. 59–80). Springer

Sun, R., Gao, Q., Xiang, Y., Chen, T., Liu, T., & Chen, Q. (2020). Parent–child relationships and mobile phone addiction tendency among Chinese adolescents: The mediating role of psychological needs satisfaction and the moderating role of peer relationships. Children and Youth Services Review, 116 , 105113. https://doi.org/10.1016/j.childyouth.2020.105113

Tamborini, R., Grizzard, M., Bowman, N. D., Reinecke, L., Lewis, R. J., & Eden, A. (2011). Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. Journal of Communication, 61 (6), 1025–1042. https://doi.org/10.1111/j.1460-2466.2011.01593.x

Tanhan, F., & Özlem, A. (2015). Siber kimliklerin kişiliğe yansıması: Proteus etki (tanımı, nedenleri ve önlenmesi). Online Journal of Technology Addiction and Cyberbullying, 2 (2), 1–19.

Taylı, A. (2006). Akran yardımcılığı uygulaması aracılığıyla lise öğrencilerinde kişisel ve sosyal sorumluluğun arttırılması. [Unpublished doctoral thesis]. Gazi Üniversitesi, Eğitim Bilimleri Enstitüsü. Ankara

Taylı, A. (2013). Sorumluluğun bazı değişkenler açısından değerlendirilmesi. Muğla Sıtkı Koçman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi , 30, 68–84. https://dergipark.org.tr/en/pub/musbed/issue/23302/248613

Tazegül, Ü. (2014). Sporun kişilik üzerindeki etkisinin araştırılması. Journal of Academic Social Science Studies, 25 , 537–544.

Thatcher, A., Wretschko, G., & Fridjhon, P. (2008). Online flow experiences, problematic Internet use and Internet procrastination. Computers in Human Behavior, 24 (5), 2236–2254.

Turan, M. E. (2021). Empathy and video game addiction in adolescents: Serial mediation by psychological resilience and life satisfaction. International Journal of Progressive Education, 17 (4), 282–296. https://doi.org/10.29329/ijpe.2021.366.17

Wang, Q., Luo, X., Tu, R., Xiao, T., & Hu, W. (2022). COVID-19 information overload and cyber aggression during the pandemic lockdown: The mediating role of depression/anxiety and the moderating role of Confucian responsibility thinking. International Journal of Environmental Research and Public Health, 19 (3), 1540. https://doi.org/10.3390/ijerph19031540

Wartberg, L., Kriston, L., & Kammerl, R. (2017). Associations of social support, friends only known through the internet, and health-related quality of life with internet gaming disorder in adolescence. Cyberpsychology, Behavior, and Social Networking, 20 (7), 436–441. https://doi.org/10.1089/cyber.2016.0535

Wei, H. T., Chen, M. H., Huang, P. C., & Bai, Y. M. (2012). The association between online gaming, social phobia, and depression: An internet survey. BMC Psychiatry, 12 (1), 1–7. https://doi.org/10.1186/1471-244X-12-92

Weinstein, N., Ryan, R. M., & Deci, E. L. (2012). Motivation, meaning, and wellness: A self-determination perspective on the creation and internalization of personal meanings and life goals. In P. T. P. Wong (Ed.), The human quest for meaning (pp. 127–152). Routledge. https://doi.org/10.4324/9780203146286-13

Chapter   Google Scholar  

Widyanto, L., & Griffiths, M. (2006). Internet addiction: A critical review. International Journal Mental Health and Addiction, 4 , 31–51. https://doi.org/10.1007/s11469-006-9009-9

Wong, P. T. (2010). The PURE way for a better marriage . International Network on Personal Meaning.

Wong, P. T. P. (2019). What is the greatest need today? Responsibility is the key to surviving and thriving in dangerous times . Retrieved from:  http://www.drpaulwong.com/what-is-the-greatest-need-todayresponsibility-is-the-key-to-surviving-and-thriving-in-dangerous-times/ . Accessed 30 Nov 2022

Wongpakaran, N., Wongpakaran, T., Pinyopornpanish, M., Simcharoen, S., & Kuntawong, P. (2021). Loneliness and problematic internet use: Testing the role of interpersonal problems and motivation for internet use. BMC Psychiatry, 21 (1), 447. https://doi.org/10.1186/s12888-021-03457-y

World Health Organization (2019). International Classification of Diseases (ICD). Groups that were involved in ICD-11 Revision Process . Retrieved from:  https://www.who.int/standards/classifications/classification-of-diseases . Accessed 30 Nov 2022

Wray-Lake, L., & Syvertsen, A. K. (2011). The developmental roots of social responsibility in childhood and adolescence. New Directions for Child and Adolescent Development, 2011 (134), 11–25. https://doi.org/10.1002/cd.308

Wu, A. M., Lei, L. L., & Ku, L. (2013). Psychological needs, purpose in life, and problem video game playing among Chinese young adults. International Journal of Psychology, 48 (4), 583–590. https://doi.org/10.1080/00207594.2012.658057

Xiao, X., & Zheng, X. (2022). The effect of parental phubbing on depression in Chinese junior high school students: The mediating roles of basic psychological needs satisfaction and self-esteem. Frontiers in Psychology, 13 , 868354. https://doi.org/10.3389/fpsyg.2022.868354

Yalom, I. D. (2020). Existential psychotherapy . Hachette UK.

Yang, J., Ti, Y., & Ye, Y. (2022). Offline and online social support and short-form video addiction among Chinese adolescents: The mediating role of emotion suppression and relatedness needs. Cyberpsychology, Behavior, and Social Networking, 25 (5), 316–322. https://doi.org/10.1089/cyber.2021.0323

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9 (6), 772–775. https://doi.org/10.1089/cpb.2006.9.772

Yıkılmaz, M., & Demir-Güdül, M. (2015). Üniversite öğrencilerinde yaşam doyumu, yaşamda anlam ve bilinçli farkındalık arasındaki ilişkiler. Ege Eğitim Dergisi, 16 (2), 297–315. https://doi.org/10.12984/eed.09530

Yıldırım, E., & Zeren, Ş. G. (2021). Video game addiction in Turkey: Does it correlate between basic psychological needs and perceived social support? Psycho-Educational Research Reviews, 10 (2), 106–117. From: https://eric.ed.gov/?id=EJ1311681

Yough, M., Gilmetdinova, A., & Finney, E. (2022). Teaching the English language learner at the elementary school: Sense of responsibility in an ill-defined role. Journal of Language, Identity & Education, 21 (2), 99–115. https://doi.org/10.1080/15348458.2020.1791707

Young, K. S., & Rodgers, R. C. (2009). The relationship between depression and internetaddiction. CyberPsychology & Behavior, 1 (1), 25–28. https://doi.org/10.1089/cpb.1998.1.25

Young, K. S. (2009). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior , 11, 237–244. https://doi.org/10.1089/cpb.1998.1.237

Young-Ju, J., Ae-Kyung, C., Jeong-Jin, K., & ve Min-Yeong, L. (2018). Identification of the structural relationship of basic psychological needs and Facebook addiction and continuance. Journal of the Institute of Internet, Broadcasting and Communication, 16 (1), 183–191. https://doi.org/10.7236/JIIBC.2016.16.1.183

Yu, C., Li, X., & Zhang, W. (2015). Predicting adolescent problematic online game use from teacher autonomy support, basic psychological needs satisfaction, and school engagement: A 2-year longitudinal study. Cyberpsychology, Behavior, and Social Networking, 18 (4), 228–233. https://doi.org/10.1089/cyber.2014.0385

Zeren, ŞG., & ve Can, S. (2019). Ergenlerin akademik erteleme davranışlarını açıklamada internet bağımlığı ve temel psikolojik ihtiyaçların rolü. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 48 (2), 1012–1040.

Zhang, M. X., Wang, X., Shu, M. Y., & Wu, A. M. (2019). Purpose in life, social support, and internet gaming disorder among Chinese university students: A 1-year follow-up study. Addictive Behaviors, 99 , 106070. https://doi.org/10.1016/j.addbeh.2019.106070

Zhang, S., Feng, R., Fu, Y. N., Liu, Q., He, Y., Turel, O., & He, Q. (2022). The bidirectional relationship between basic psychological needs and meaning in life: A longitudinal study. Personality and Individual Differences, 197 , 111784. https://doi.org/10.1016/j.paid.2022.111784

Zhao, H., Li, X., Zhou, J., Nie, Q., & Zhou, J. (2020). The relationship between bullying victimization and online game addiction among Chinese early adolescents: The potential role of meaning in life and gender differences. Children and Youth Services Review, 116 , 105261. https://doi.org/10.1016/j.childyouth.2020.105261

Download references

Acknowledgements

We are grateful to the individuals all participants who participated in this study.

Author information

Authors and affiliations.

Department of Guidance and Psychological Counselling, Ağrı İbrahim Çeçen University, Ağrı, Turkey

Alican Kaya

Department of Guidance and Psychological Counselling, Siirt University, Siirt, Turkey

Department of Guidance and Psychological Counselling, Sakarya University PhD Student, Sakarya, Turkey

Hasan Batmaz

International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK

Mark D. Griffiths

You can also search for this author in PubMed   Google Scholar

Contributions

Study conception/design: AK, HB, NT, and MDG. Data collection: AK, HB, and NT. analysis: AK and HB. Drafting of manuscript: AK, HB, NT, and MDG. Editing: MDG. Statistical expertise: AK and HB. Administrative/technical/material support: HB and HYK.

Corresponding author

Correspondence to Mark D. Griffiths .

Ethics declarations

Ethical approval.

All procedures performed in this study involving human participants were in accordance with the ethical standards of University’s Research Ethics Board and with the 1975 Helsinki Declaration.

Informed Consent

Informed consent was obtained from all participants.

Conflict of Interest

The authors declare no competing interests except for MDG. MDG’s university has received research funding from Norsk Tipping (the gambling operator owned by the Norwegian Government). MDG has also received funding for a number of research projects in the area of gambling education for young people, social responsibility in gambling and gambling treatment from Gamble Aware (formerly the Responsible Gambling Trust) , a charitable body which funds its research program based on donations from the gambling industry. MDG regularly undertakes consultancy for various gambling companies in the area of player protection and social responsibility in gambling.

Additional information

Publisher's note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Kaya, A., Türk, N., Batmaz, H. et al. Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility. Int J Ment Health Addiction (2023). https://doi.org/10.1007/s11469-022-00994-9

Download citation

Accepted : 15 December 2022

Published : 10 January 2023

DOI : https://doi.org/10.1007/s11469-022-00994-9

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Basic psychological needs
  • Online gaming addiction
  • Responsibility
  • Meaning in life
  • Find a journal
  • Publish with us
  • Track your research

Playing games: advancing research on online and mobile gaming consumption

Internet Research

ISSN : 1066-2243

Article publication date: 9 April 2019

Issue publication date: 9 April 2019

Seo, Y. , Dolan, R. and Buchanan-Oliver, M. (2019), "Playing games: advancing research on online and mobile gaming consumption", Internet Research , Vol. 29 No. 2, pp. 289-292. https://doi.org/10.1108/INTR-04-2019-542

Emerald Publishing Limited

Copyright © 2019, Emerald Publishing Limited

Introduction

Computer games consistently generate more revenue than the movie and music industries and have become one of the most ubiquitous symbols of popular culture ( Takahashi, 2018 ). Recent technological developments are changing the ways in which consumers are able to engage with computer games as individuals – adult gamers, parents and children ( Christy and Kuncheva, 2018 ) – and as collectives, such as communities, networks and subcultures ( Hamari and Sjöblom, 2017 ; Seo, 2016 ). In particular, with the proliferation of online and mobile technologies, we have witnessed the emergence of newer forms of both computer games themselves (e.g. advertising games (advergames), virtual and augmented reality games and social media games) ( Rauschnabel et al. , 2017 ) and of gaming practices (e.g. serious gaming, hardcore gaming and eSports) ( Seo, 2016 ).

It is, therefore, not surprising that the issues concerning the ways computer games consumption is changing in light of these technological developments have received much attention across diverse disciplines of social sciences, such as marketing (e.g. Seo et al. , 2015 ), information systems (e.g. Liu et al. , 2013 ), media studies (e.g. Giddings, 2016 ) and internet research (e.g. Hamari and Sjöblom, 2017 ). The purpose of this introductory paper to the special issue “Online and mobile gaming” is to chart future research directions that are relevant to a rapidly changing postmodern digital gaming landscape. In this endeavor, this paper first provides an integrative summary of the six articles that comprise this special issue, and then draws the threads together in order to elicit the agenda for future research.

An integrative summary of the special issue

The six articles that were selected for this special issue advance research into online and mobile gaming in several ways. The opening article by Pappas, Mikalef, Giannakos and Kourouthanassis draws attention to the complex ecosystem of mobile applications in which multiple factors influence consumer behavior in mobile games. Pappas and his colleagues shed light on how price value, game content quality, positive and negative emotions, gender, and gameplay time interact with one another to predict the intention to download mobile games. This study offers useful insights by demonstrating how fuzzy set qualitative comparative analysis methodology can be applied to advance research into computer games consumption.

The study by Bae, Kim, Kim and Koo addresses the digital virtual consumption that occurs within computer games. This second paper explores the relationship between in-game items and mood management to determine the affective value of purchasing in-game items. The findings reveal that game users manage their levels of arousal and mood valence through the use of in-game purchases, suggesting that stressed users are more likely to purchase decorative items, whereas bored users tend to purchase functional items. This study offers an informative perspective of how mood management and selective exposure theories can be applied to understand the in-game purchases. Continuing this theme, the third study by Bae, Park and Koo investigates the effect of perceived corporate social responsibility (CSR) initiatives. Park and colleagues extend previous research by identifying important motivational mechanisms, such as self-esteem and compassion, which link CSR initiative perceptions with the intentions to purchase in-game items.

The fourth and fifth studies of this special issue draw our attention to the use of avatars and game characters. Liao, Cheng and Teng use social identity and flow theories to construct a novel model that explains how avatar attractiveness and customization impact loyalty among online game consumers. In the fifth study, Choi explores the importance of game character characteristics being congruent with product types in order to make advergames more persuasive.

The final study by Lee and Ko reviews the predictors of game addiction based on loneliness, motivation and inter-personal competence. The findings of these authors suggest that regulatory focus mediates the effect of loneliness on online game addiction, and that inter-personal competence significantly buffers the indirect effect of loneliness on online game addiction. This study advances our knowledge about online game addiction through an investigation of the important role played by loneliness.

Future directions for research

Taken together, our introductory commentary and the six empirical studies that make up this special issue deepen and broaden the current understanding of how online and mobile technologies augment the consumption of computer games. In this final section of our paper, we outline potential directions for future research.

First, this special issue highlights that computer games consumption is a diverse interdisciplinary phenomenon, where important issues range from establishing the factors that determine the adoption of particular computer games to what consumers do within these games; from whether computer games enhance consumer well-being (e.g. Howes et al. , 2017 ), to whether they engender addiction (e.g. Frölich et al. , 2016 ); and from establishing how computer gaming experiences are influenced by internal psychological mechanisms to querying the effects of broader social aspects of consumer lives on computer games consumption ( Kowert et al. , 2015 ). Informed by these findings, we assert that as computer games consumption becomes more complex and interactive, incorporating more technology brought about by the proliferation of online and mobile gaming, it is important that our theorizing follows by tracking the mutual imbrication of consumers, play, technology, culture, well-being and other salient issues.

Computer games consumption is a phenomenon of global significance, which is reflected by the international interest that we have received for this special issue. This prompts us to consider similarities and differences in the ways that computer games are consumed across cultures ( Elmezeny and Wimmer, 2018 ). Many computer games themselves now foster intercultural, multicultural and transcultural experiences ( Cruz et al. , 2018 ) by enabling consumers from different countries and regions to connect and build relationships within the shared virtual space. How do such experiences shape the consumption of computer games? This gap in the literature has been previously noted ( Seo et al. , 2015 ), but it has not been either sufficiently detailed or theorised. Future studies should explore the role of various transcultural experiences and practices within online and mobile games consumption.

Finally, one increasingly promising area for future research is the rise of virtual reality (VR) applications. Although the earliest references to VR date back to the 1990s (e.g. Gigante, 1993 ), it has been only recently that technological developments have allowed VR to evolve from a niche technology into an everyday phenomenon that is readily available to consumers ( Lamkin, 2017 ; Oleksy and Wnuk, 2017 ). Given that VR is an experientially distinct medium, how will it augment computer games consumption experiences and practices? Will it foster more diverse applications of computer games across various aspects of consumer lives (e.g. Tussyadiah et al. , 2018 ), or will it increase computer games addiction (e.g. Chou and Ting, 2003 )? What are the current and future intersections between VR technology, online and mobile games, and how are they likely to develop and affect consumers? We envision that these and many other questions related to the application and proliferation of VR technology in computer games consumption will be an exceptionally fruitful area for future research.

In summary, we hope that this paper and the special issue, with its emphasis on online and mobile gaming, will offer new insights for researchers and practitioners who are interested in the advancement of research on computer games consumption.

Chou , T.J. and Ting , C.C. ( 2003 ), “ The role of flow experience in cyber-game addiction ”, CyberPsychology and Behavior , Vol. 6 No. 6 , pp. 663 - 675 .

Christy , T. and Kuncheva , L.I. ( 2018 ), “ Technological advancements in affective gaming: a historical survey ”, GSTF Journal on Computing , Vol. 3 No. 4 , pp. 32 - 41 .

Cruz , A.G.B. , Seo , Y. and Buchanan-Oliver , M. ( 2018 ), “ Religion as a field of transcultural practices in multicultural marketplaces ”, Journal of Business Research , Vol. 91 , pp. 317 - 325 .

Elmezeny , A. and Wimmer , J. ( 2018 ), “ Games without frontiers: a framework for analyzing digital game cultures comparatively ”, Media and Communication , Vol. 6 No. 2 , pp. 80 - 89 .

Frölich , J. , Lehmkuhl , G. , Orawa , H. , Bromba , M. , Wolf , K. and Görtz-Dorten , A. ( 2016 ), “ Computer game misuse and addiction of adolescents in a clinically referred study sample ”, Computers in Human Behavior , Vol. 55 , pp. 9 - 15 .

Giddings , S. ( 2016 ), “ Pokémon Go as distributed imagination ”, Mobile Media and Communication , Vol. 5 No. 1 , pp. 59 - 62 .

Gigante , M.A. ( 1993 ), “ Virtual reality: definitions, history and applications ”, in Earnshaw , R.A. (Ed.), Virtual Reality Systems , Academic Press , New York, NY , pp. 3 - 14 .

Hamari , J. and Sjöblom , M. ( 2017 ), “ What is eSports and why do people watch it ”, Internet Research , Vol. 27 No. 2 , pp. 211 - 232 .

Howes , S.C. , Charles , D.K. , Marley , J. , Pedlow , K. and McDonough , S.M. ( 2017 ), “ Gaming for health: systematic review and meta-analysis of the physical and cognitive effects of active computer gaming in older adults ”, Physical Therapy , Vol. 97 No. 12 , pp. 1122 - 1137 .

Kowert , R. , Vogelgesang , J. , Festl , R. and Quandt , T. ( 2015 ), “ Psychosocial causes and consequences of online video game play ”, Computers in Human Behavior , Vol. 45 , pp. 51 - 58 .

Lamkin , P. ( 2017 ), “ Virtual reality headset sales hit 1 million ”, available at: www.forbes.com/sites/paullamkin/2017/11/30/virtual-reality-headset-sales-hit-1-million/#241697c42b61/ (accessed October 4, 2018 ).

Liu , D. , Li , X. and Santhanam , R. ( 2013 ), “ Digital games and beyond: what happens when players compete ”, MIS Quarterly , Vol. 37 No. 1 , pp. 111 - 124 .

Oleksy , T. and Wnuk , A. ( 2017 ), “ Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people–place relations ”, Computers in Human Behavior , Vol. 76 , pp. 3 - 8 .

Rauschnabel , P.A. , Rossmann , A. and tom Dieck , M.C. ( 2017 ), “ An adoption framework for mobile augmented reality games: the case of Pokémon Go ”, Computers in Human Behavior , Vol. 76 , pp. 276 - 286 .

Seo , Y. ( 2016 ), “ Professionalized consumption and identity transformations in the field of eSports ”, Journal of Business Research , Vol. 69 No. 1 , pp. 264 - 272 .

Seo , Y. , Buchanan‐Oliver , M. and Fam , K.S. ( 2015 ), “ Advancing research on computer game consumption: a future research agenda ”, Journal of Consumer Behaviour , Vol. 14 No. 6 , pp. 353 - 356 .

Takahashi , D. ( 2018 ), “ Newzoo: games market expected to hit $180.1 billion in revenues in 2021 ”, available at: https://venturebeat.com/2018/04/30/newzoo-global-games-expected-to-hit-180-1-billion-in-revenues-2021/ (accessed October 4, 2018 ).

Tussyadiah , I.P. , Wang , D. , Jung , T.H. and tom Dieck , M.C. ( 2018 ), “ Virtual reality, presence and attitude change: empirical evidence from tourism ”, Tourism Management , Vol. 66 , pp. 140 - 154 .

Acknowledgements

The guest editors would like to offer special thanks to the Editor of Internet Research , Christy Cheung, for supporting the publication of this special issue. The guest editors would also like to thank all of the authors who contributed to this research for the “Online and mobile gaming” special issue. Finally, the guest editors gratefully acknowledge the contribution of reviewers, who generously spent their time in helping to review submissions: Luke Butcher, Curtin University, Australia; Hsiu-Hua Chang, Feng Chia University, Taiwan; I-Cheng Chang, National Dong Hwa University, Taiwan; Chi-Wen Chen, California State University, USA; Zifei Fay Chen, University of San Francisco, USA; Sujeong Choi, Chonnam National University, Korea; Diego Costa Pinto, New University of Lisbon, Portugal; Angela Cruz, Monash University, Australia; Robert Davis, Massey University, New Zealand; Julia Fehrer, University of Auckland, New Zealand; Tony Garry, University of Otago, New Zealand; Tracy Harwood, De Montfort University, UK; Mu Hu, Beihang University, China; Tseng-Lung Huang, Yuan Ze University, Taiwan; Kun-Huang Huang, Feng Chia University, Taiwan; Chelsea Hughes, Virginia Commonwealth University, USA; Euejung Hwang, Otago University, New Zealand; Sang-Uk Jung, Hankuk University of Foreign Studies, Korea; Kacy Kim, Bryant University, USA; Dong-Mo Koo, Kyungpook National University, Korea; Jun Bum Kwon, University of New South Wales, Australia; Chun-Chia Lee, National Chiao Tung University, Taiwan; Jacob Chaeho Lee, Ulsan National Institute of Science and Technology, Korea; Loic Li, University of Auckland, New Zealand; Marcel Martončik, University of Presov, Slovakia; Mike Molesworth, University of Reading, UK; Gavin Northey, University of Auckland, New Zealand; James Richard, Victoria University of Wellington, New Zealand; Ryan Rogers, University of Pennsylvania, USA; Felix Septianto, University of Auckland, New Zealand; Zhen Shao, Harbin Institute of Technology, China; Kai-Shuan Shen, Fo Guang University, Taiwan; Jungmin Son, Chungnam National University; Korea; Yang Sun, Zhejiang Sci-Tech University, China; Eva van Reijmersdal, University of Amsterdam, Netherlands; Ekant Veer, University of Canterbury, New Zealand; John Velez, Indiana University, USA; Wei-Tsong Wang, National Cheng Kung University, Taiwan; Ya-Ling Wu, Tamkang University, Taiwan; Sheau-Fen Yap, Auckland University of Technology, New Zealand; and Sukki Yoon, Bryant University, USA.

Corresponding author

About the authors.

Yuri Seo is Senior Lecturer at the University of Auckland of Business School, New Zealand. His research interests include digital technology and consumption, cultural branding and multicultural marketplaces.

Rebecca Dolan is Lecturer at the University of Adelaide School of Business, Australia. Her research focuses on understanding, facilitating and optimizing customer relationships, engagement, and online communication strategies. She has a specific interest in the role that digital and social media play in the modern marketing communications environment.

Margo Buchanan-Oliver is Professor in the Department of Marketing and the Co-Director of the Centre of Digital Enterprise (CODE) at the University of Auckland Business School. Her research concerns interdisciplinary consumption discourse and practice, particularly that occurring at the intersection of the digital and physical worlds.

Related articles

We’re listening — tell us what you think, something didn’t work….

Report bugs here

All feedback is valuable

Please share your general feedback

Join us on our journey

Platform update page.

Visit emeraldpublishing.com/platformupdate to discover the latest news and updates

Questions & More Information

Answers to the most commonly asked questions here

ORIGINAL RESEARCH article

The association between video gaming and psychological functioning.

\r\nJuliane M. von der Heiden*

  • 1 Department of Psychology, Johannes Gutenberg University Mainz, Mainz, Germany
  • 2 Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide ( Newzoo, 2017 ). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers’ reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.

Introduction

Video gaming is a very popular leisure activity among adults ( Pew Research Center, 2018 ). The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 ( The Nielsen Company, 2017 ). Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used heavily. By spending a predominant part of the day gaming, excessive video gamers are at risk of showing lower educational and career attainment, problems with peers, and lower social skills ( Mihara and Higuchi, 2017 ). On the one hand, video game use is widespread, and it may come with certain precursors as well as consequences. On the other hand, little is known about the relations between various video gaming habits and psychological functioning. This study aims to shed light on these important relations using a large sample.

A video game is defined as “a game which we play thanks to an audiovisual apparatus and which can be based on a story” ( Esposito, 2005 ). In the last few years, the amount of scientific research devoted to video game playing has increased (e.g., Ferguson, 2015 ; Calvert et al., 2017 ; Hamari and Keronen, 2017 ). Most scientific studies in this area of research have focused on the extent of video game play and its diverse correlates. While some researchers have emphasized the benefits of game playing and even suggested a therapeutic use of video games ( Primack et al., 2012 ; Granic et al., 2014 ; Colder Carras et al., 2018 ), others have been intrigued by its potential dangers ( Anderson et al., 2010 ; Müller and Wölfling, 2017 ).

Parents and professionals may be worried about their excessively playing children being “addicted.” However, problematic and potentially addictive video game use goes beyond the extent of playing (in hours per week; Skoric et al., 2009 ). It also includes such issues as craving, loss of control, and negative consequences of excessive gaming. While it is still a matter of debate whether problematic video game play should be considered a behavioral addiction , its status as a mental disorder has been clarified since the release of the DSM-5 in 2013. In the DSM-5, the American Psychiatric Association (2013) defined Internet Gaming Disorder with diagnostic criteria closely related to Gambling Disorder. Generally, this decision has been supported by many researchers (e.g., Petry et al., 2014 ) but has also caused controversies. Researchers have criticized the selection of diagnostic criteria and the vague definition of the Internet Gaming Disorder construct, which excludes offline games from being related to addictive use (e.g., Griffiths et al., 2016 ; Bean et al., 2017 ).

Several studies, literature reviews, and meta-analyses have focused on the correlates of problematic video gaming, usually assessed as a continuum with addiction marking the upper end of the scale (e.g., Ferguson et al., 2011 ; Kuss and Griffiths, 2012 ). The degree of addictive video game use has been found to be related to personality traits such as low self-esteem ( Ko et al., 2005 ) and low self-efficacy ( Jeong and Kim, 2011 ), anxiety, and aggression ( Mehroof and Griffiths, 2010 ), and even to clinical symptoms of depression and anxiety disorders ( Wang et al., 2018 ). Potential consequences of video game use have been identified as well, such as a lack of real-life friends ( Kowert et al., 2014a ), stress and maladaptive coping ( Milani et al., 2018 ), lower psychosocial well-being and loneliness ( Lemmens et al., 2011 ), psychosomatic problems ( Müller et al., 2015 ; Milani et al., 2018 ), and decreased academic achievement ( Chiu et al., 2004 ; Gentile, 2009 ). Effect sizes have varied widely across studies ( Ferguson et al., 2011 ). There seem to be sex and age differences with regard to video gaming behavior: potentially problematic video gaming was found to be more likely among males than females (e.g., Greenberg et al., 2010 ; Estévez et al., 2017 ), and among younger gamers ( Rehbein et al., 2016 ).

In addition to looking at problematic video game use and its relation to psychological functioning, it is relevant to also focus on why individuals play video games. Players use video games for very different reasons ( Ryan et al., 2006 ; Yee, 2006 ) such as to distract themselves from daily hassles or because they enjoy the social relationships they have developed in the virtual world. Potentially problematic video gaming has been found to be related to various reasons for playing such as coping and escape ( Hussain and Griffiths, 2009 ; Schneider et al., 2018 ), socialization ( Laconi et al., 2017 ), and personal satisfaction ( Ng and Wiemer-Hastings, 2005 ). Coping ( Laconi et al., 2017 ), social interaction, and competition were among the main reasons for gaming among males but not among females ( Lucas and Sherry, 2004 ). Mixed results emerged concerning age differences ( Greenberg et al., 2010 ), but especially younger gamers seemed to be motivated for video gaming by social interactions ( Hilgard et al., 2013 ). However, so far it remains unclear to what extent people’s various reasons for playing video games are differentially related to their psychological functioning.

Besides investigating the links between potentially problematic video game use and psychological functioning as well as between reasons for playing video games and psychological functioning, it is relevant to also look at which game genres individuals prefer. Correlates of preferences for certain game genres (e.g., simulation, strategy, action, role-playing) are cognitive enhancement ( Dobrowolski et al., 2015 ; Bediou et al., 2018 ), but also the amount of time spent playing ( Lemmens and Hendriks, 2016 ; Rehbein et al., 2016 ) and psychopathological symptoms ( Laconi et al., 2017 ). Males were shown to prefer action and strategy games, whereas females showed a preference for games of skill ( Scharkow et al., 2015 ; Rehbein et al., 2016 ). Younger gamers seemed to prefer action games, older players more so games of skill ( Scharkow et al., 2015 ). However, it is not yet understood to what extent preferences for certain video game genres are differentially related to psychological functioning.

Typically, research has focused merely on violent video games (e.g., Anderson and Bushman, 2001 ; Elson and Ferguson, 2014 ) or one specific game within one specific game genre (frequently World of Warcraft; Graham and Gosling, 2013 ; Visser et al., 2013 ; Herodotou et al., 2014 ), thereby neglecting the variety of possible gaming habits across various game genres.

In the present study, our objective was to examine the relation between video gaming and psychological functioning in a fine-grained manner. For this purpose, we examined psychological functioning by employing various variables such as psychological symptoms, coping strategies, and social support. Likewise, we assessed video gaming in a similarly detailed way, ranging from (a) problematic video game use, (b) the reasons for playing, to (c) the preferred game genres. This strategy prevented us from making potentially invalid generalizations about video gaming in general and allowed us to examine the spectrum of gaming habits and the respective relations between such habits and a diverse set of variables representing psychological functioning.

Playing video games excessively should be appealing to individuals with poor psychological functioning because games allow people to avoid their everyday problems and instead immerse themselves in another environment ( Taquet et al., 2017 ). Moreover, video games offer people a chance to connect with other people socially despite any more or less evident psychological problems they may have ( Kowert et al., 2014b ; Mazurek et al., 2015 ). On the other hand, potentially problematic video game use may also lead to psychological problems because it reduces the amount of time and the number of opportunities gamers have to practice real-life behavior ( Gentile, 2009 ). Thus, we expected to find a negative correlation between problematic video gaming and variables representing psychological functioning such that we expected more potentially problematic video game use to be related to dysfunctional coping strategies ( Wood and Griffith, 2007 ), negative affectivity ( Mathiak et al., 2011 ), and poor school performance ( Mihara and Higuchi, 2017 ). Moreover, we expected to find differential correlates of people’s reasons for playing video games and their psychological functioning: Playing for escape-oriented reasons such as distraction should go along with diverse indices of poor psychological functioning ( Király et al., 2015 ), whereas playing for gain-oriented reasons such as the storyline or the social connections in the game should be related to adequate psychological functioning ( Longman et al., 2009 ). Also, we expected to find people’s preferred game genres (e.g., strategy, action) to be differentially related to their psychological functioning ( Park et al., 2016 ). Finally, we aimed to shed light on the unique contribution of each measure of psychological functioning to the prediction of problematic video game use.

Materials and Methods

Participants 1.

A total of N = 2,891 individuals (2,421 male, 470 female) with a mean age of 23.17 years ( SD = 5.99, Range: 13–65) participated in our study. Of these participants, N = 2,734 (95%) confirmed their use of video games and were thus included in further analyses (2,377 male, 357 female, with a mean age of 23.06 years; SD = 5.91, Range: 13–65). The distribution of participants with regard to sex and age mirrors the findings of past research with males and younger individuals being more likely to play video games (e.g., Griffiths et al., 2004 ). Participants’ place of residence was Germany.

Procedure and Instruments 2

We posted links to our online questionnaire on various online forums as well as on popular online game sites. To achieve heterogeneity of the sample, no exclusion criteria other than having access to the Internet and understanding German were specified. As an incentive to participate in the study, four vouchers of 50€ were raffled.

Video Gaming

Potentially problematic video game use.

The AICA-S, the Scale for the Assessment of Internet and Computer game Addiction ( Wölfling et al., 2016 ), was used to assess participants’ gaming behavior with regard to potential problematic use. Based on the DSM criteria for Internet Gaming Disorder (tolerance, craving, loss of control, emotion regulation, withdrawal, and unsuccessful attempts to cut back), this standardized self-report scale consists of 15 items usually with a five-point scale ranging from 1 ( never ) to 5 ( very often ). The final score (Min = 0, Max = 27 points) is computed using weighted scoring (items with an item-total correlation > 0.55 in the norm sample are weighted double; Wölfling et al., 2011 ). The AICA-S score can be used to differentiate between regular (0–6.5 points) and problematic use of video games (7–13 points: abuse; 13.5–27 points: addiction). In our sample, N = 2,265 (83%) were identified as regular gamers, and N = 469 (17%) as problematic gamers. We used the AICA-S as a continuous variable for all further analyses ( M = 3.98, SD = 3.22, Range: 0–24). The instrument has been validated for different age groups in the general population and in clinical samples ( Müller et al., 2014a , 2019 , but note small sample size; Müller et al., 2014b ). Cronbach’s alpha was α = 0.70. As expected, the AICA-S score was correlated with male sex ( r = 0.17 ∗∗∗ ) and age ( r = –0.15 ∗∗∗ ). On average, participants played video games for M = 4.09 hours per weekday ( SD = 4.44, Range: 0–24), and M = 4.21 h per day at the weekend ( SD = 2.99, Range: 0–24).

Reasons for playing

Gamers indicated how often they played video games for certain reasons. They rated each of 10 reasons separately on Likert scales ranging from 1 ( never ) to 4 ( very often ). The most prevalent reasons were relaxation ( M = 2.96, SD = 0.91), amusement ( M = 2.94, SD = 0.85), and because of the storyline ( M = 2.67, SD = 1.10).

Game genres

Gamers were asked how often they usually played various video game subgenres such as first-person shooter, round-based strategy, massively multiplayer online role-playing games (MMORPGs), life simulations, and others. Ratings were made on Likert scales ranging from 1 ( never ) to 4 ( very often ). Using Apperley’s (2006) classification of game genres, we categorized the subgenres into the main genres action ( M = 2.54, SD = 0.84), strategy ( M = 2.13, SD = 0.80), role-playing ( M = 2.01, SD = 0.73), and simulation ( M = 1.58, SD = 0.44). A cluster for unclassified subgenres ( M = 1.54, SD = 0.39) was added to additionally account for such subgenres as jump’n’runs and games of skill. Descriptive statistics and intercorrelations for all measures (including sex and age) are presented in Supplementary Tables S1–S4 .

Psychological Functioning

Participants provided ratings of their psychological functioning on the following constructs:

General psychopathology

The SCL-K-9 ( Klaghofer and Brähler, 2001 ), a short version of the SCL-90-R ( Derogatis, 1975 ), was administered to assess participants’ subjective impairment regarding psychological symptoms (somatization, obsessive-compulsive, interpersonal sensitivity, depression, anxiety, hostility, phobic anxiety, paranoid ideation, and psychoticism). The SCL-K-9 score is strongly correlated with the original score of the SCL-90-R ( r = 0.93). The 9 items were answered on 5-point Likert-type scales ranging from 1 ( do not agree at all ) to 5 ( agree completely ). Cronbach’s alpha was satisfactory (α = 0.77).

We assessed 10 coping strategies with the Brief COPE ( Carver, 1997 ; German version by Knoll et al., 2005 ), which is the shorter version of the COPE ( Carver et al., 1989 ): self-distraction, denial, substance use, venting, self-blame, behavioral disengagement, acceptance, active coping, planning, and positive reframing. The two items per subscale were administered on 5-point Likert-type scales ranging from 1 ( never ) to 5 ( very often ). Intercorrelations of the two items per subscale ranged from r = 0.32, p < 0.001 for positive reframing to r = 0.78, p < 0.001 for substance use (with one exception: r = -0.05, p = 0.01 for self-distraction).

We measured general affect as a trait and affect during video gaming as a state using the German version ( Krohne et al., 1996 ) of the Positive and Negative Affect Schedule (PANAS; Watson et al., 1988 ). On a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ), participants rated the intensity of 20 adjectives. Cronbach’s alpha was α = 0.78 for general positive affect, α = 0.83 for general negative affect, α = 0.85 for positive affect while playing, and α = 0.83 for negative affect while playing.

The measure for the assessment of shyness in adults ( Asendorpf, 1997 ) consists of 5 items that were answered on a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

We administered the German version ( Elbing, 1991 ) of the NYU Loneliness Scale ( Rubenstein and Shaver, 1982 ). The 4 items were answered on 5- to 6-point Likert-type scales. Cronbach’s alpha was satisfactory (α = 0.79).

Preference for solitude

A 10-item measure of preference for solitude ( Nestler et al., 2011 ) was answered on a 6-point Likert-type scale ranging from 1 ( not at all ) to 6 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

Life satisfaction

Participants answered a one-item life satisfaction measure on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ).

Self-esteem

We administered the German version ( von Collani and Herzberg, 2003 ) of the Rosenberg Self-Esteem Scale (RSES; Rosenberg, 1979 ). The 10 items were answered on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ). Cronbach’s alpha was excellent (α = 0.88).

Self-efficacy

We administered a 10-item generalized self-efficacy scale ( Schwarzer and Jerusalem, 1995 ), which was answered on a 4-point Likert-type scale ranging from 1 ( not at all ) to 4 ( completely ). Cronbach’s alpha was excellent (α = 0.86).

Social support and friends

We administered the perceived available social support subscale from the Berlin Social Support Scales (BSSS; Schwarzer and Schulz, 2003 ). The 8 items were answered on a 5-point Likert-type scale ranging from 1 ( not at all ) to 5 ( completely ). Cronbach’s alpha was excellent (α = 0.94). Participants indicated how many offline friends and offline acquaintances they had ( r = 0.44, p < 0.001) as well as how many online friends and online acquaintances they had ( r = 0.33, p < 0.001). Due to left-skewed distributions, we logarithmized the data before aggregation.

Participants reported their grade point average. German grades are assessed on a scale that ranges from 1 ( excellent ) to 6 ( insufficient ). Thus, higher scores indicate worse grades.

Participants further reported their sex and age. Both were used as control variables in further analyses.

In a first step, we computed zero-order correlations between the video gaming variables and the measures of psychological functioning. In a second step, we computed partial correlations in which we controlled for sex and age because past research has repeatedly shown that sex and age are correlated with both video gaming ( Homer et al., 2012 ; Mihara and Higuchi, 2017 ) and psychological functioning ( Kessler et al., 2007 ; Nolen-Hoeksema, 2012 ). Finally, we explored the unique contribution of each measure of psychological functioning to the prediction of potentially problematic video gaming. Therefore, we computed regressions with potentially problematic video gaming as the dependent variable and sex, age, and the measures of psychological functioning as predictors (entered simultaneously into the regression equation). By employing this procedure, we were able to determine the effect that each variable had over and above the other ones. For instance, we could identify whether general psychopathology was predictive of potentially problematic video game use when the influence of all other variables (e.g., shyness, loneliness, and others) was held constant.

Additionally, we included analyses regarding sex and age differences in the link between video gaming and psychological functioning. Since we collected a self-selected sample where different sexes and age groups were not represented equally, our findings are only preliminary, but may stimulate future research.

Potentially Problematic Video Game Use and Psychological Functioning

First, we examined whether potentially problematic video game use was related to various psychological functioning variables. As can be seen in Table 1 , the results for the zero-order correlations were similar to those for the partial correlations in which we controlled for sex and age. A medium-sized positive relation to the potentially problematic use of video games emerged for the presence of psychological symptoms including depression, anxiety, and hostility. Furthermore, several coping strategies were differentially associated with the potentially problematic use of video games: Self-blame and behavioral disengagement showed the strongest positive relations to potentially problematic video game use, followed by denial, acceptance, substance use, self-distraction, and venting. Planning, active coping, and, to a lesser extent, positive reframing were negatively associated with the potentially problematic use of video games. Moreover, the association with potentially problematic video game use was negative for general positive affect and positive and larger in size for general negative affect. However, potentially problematic video game use was clearly positively associated with the experience of both positive and negative affect while playing. Further, a preference for solitude, shyness, and loneliness were positively correlated with the potentially problematic use of video games. Lower self-esteem, lower life satisfaction, and, to a lesser extent, poorer perceived social support and lower self-efficacy went along with potentially problematic video game use. There was an association between fewer offline friends and acquaintances but more online connections with potentially problematic video gaming. Finally, poorer performance in school (i.e., higher grades) was related to the potentially problematic use of video games. These results suggest that potentially problematic video gaming goes along with poor psychological functioning and vice versa.

www.frontiersin.org

Table 1. Associations between potentially problematic video gaming and psychological functioning.

Reasons for Playing Video Games and Psychological Functioning

Second, we investigated whether players’ reasons for playing video games were differentially related to the psychological functioning variables. Table 2 presents the partial correlations, controlling for sex and age. Using video games to distract oneself from stress was clearly connected to a high level of psychological symptoms. Distraction-motivated gamers preferred coping strategies such as self-blame, behavioral disengagement, self-distraction, denial, substance use, venting, and acceptance, but they neglected active coping and planning. They showed less general positive affect and more negative affect both in general and while playing as well as more positive affect while playing. These gamers further reported low self-esteem and low life satisfaction, loneliness, a preference for solitude, shyness, a lack of self-efficacy and social support, and poor achievement in school. A similar but somewhat less extreme picture was revealed for gamers who played video games in order to have something to talk about . However, these gamers reported more online connections. Gamers who played video games to improve their real-life abilities also reported more online connections. In addition, these gamers showed higher levels of general positive affect. The strongest association with online friends and acquaintances emerged, as expected, for gamers who played because of the social relations in the virtual world. Although all reasons for playing video games were related to positive affect while playing, the strongest associations emerged for gamers who played because of the social relations , to stimulate their imagination , and for curiosity . It is interesting that, for gamers who played video games because of the storyline and for relaxation , there was a relation only to positive but not to negative affect while playing. Reasons for playing were only weakly related to sex and age (see Supplementary Table S2 ). In sum, several reasons for playing video games were differentially associated with psychological functioning.

www.frontiersin.org

Table 2. Associations between reasons for playing video games and psychological functioning.

Video Game Genre and Psychological Functioning

Third, we examined whether players’ preferences for different video game genres were differentially associated with the measures of psychological functioning. Table 3 shows the partial correlations in which we controlled for sex and age. There was a weak connection between general psychological symptoms and all of the video game genres we investigated except strategy. A preference for action games had the strongest association with affect while playing. Thus, action games seem to be both rewarding and a source of frustration. A preference for action games went along with poorer school performance. Gamers who preferred role-playing games scored higher on shyness and a preference for solitude and lower on self-esteem; they also reported fewer offline connections. By contrast, preferences for games of the unclassified category on average went along with a larger number of offline friends and more positive affect, both while playing and in general. Two game genres (i.e., role-playing and unclassified games) were related to the coping strategy of self-distraction. Because preferred game genre was related to participants’ sex (see Supplementary Table S3 ), we had a more detailed look at the correlations between preferred game genre and psychological functioning separately for both sexes: For males ( n = 2,377), the strongest correlation between general psychopathology and game genre emerged for action ( r = 0.08, p < 0.001), followed by role playing ( r = 0.07, p < 0.01), and unclassified ( r = 0.07, p < 0.01). For females ( n = 357), the strongest relation between general psychopathology and game genre emerged for simulation ( r = 0.17, p < 0.01). Differences were also found regarding the strength of the relation between number of friends online and the genre action: r = 0.06, p < 0.01 for males, and r = 0.27, p < 0.001 for females. Similarly, preferred game genre was related to participants’ age (see Supplementary Table S3 ). However, there were merely differences with regard to the relation of psychological functioning and game genre, when analyzed separately for different age groups (<19 years, n = 557; 19–30 years, n = 1916; >31 years, n = 261). In sum, our results speak to the idea that individuals with different levels of psychological functioning differ in their choices of game genres and vice versa.

www.frontiersin.org

Table 3. Associations between preferred video game genre and psychological functioning.

Predicting Potentially Problematic Video Game Use by Psychological Functioning Variables

In a final step, we entered all of the investigated psychological functioning variables as well as sex and age as predictors of the potentially problematic use of video games. By employing this procedure, we were able to determine the unique contribution of each psychological functioning variable when the influence of all other variables was held constant. As Table 4 shows, the number of online friends and acquaintances as well as positive affect while playing were most predictive of potentially problematic video game use over and above all other variables. General psychopathology, a lack of offline connections, and poor school performance were weaker but still relevant predictors of potentially problematic video game use.

www.frontiersin.org

Table 4. Prediction of potentially problematic video game use by psychological functioning variables.

With this study, we aimed to shed light on the association of diverse video gaming habits with gamers’ psychological functioning. Drawing on a large sample, our results revealed a medium-sized relation between potentially problematic video game use and poor psychological functioning with regard to general psychological symptoms, maladaptive coping strategies, negative affectivity, low self-esteem, and a preference for solitude as well as poor school performance. These findings are in line with those of prior work (e.g., Kuss and Griffiths, 2012 ; Milani et al., 2018 ). Also, reasons for playing video games were differentially related to psychological functioning with the most pronounced findings for escape-oriented in contrast to gain-oriented motives. Specifically, distraction-motivated gaming went along with higher symptom ratings, lower self-esteem, and more negative affectivity, whereas playing to establish social relationships in the virtual world was related to a larger number of online connections and more positive affect while playing. Furthermore, there were only weak relations between the preferred game genres and psychological functioning. The action games genre was associated with the strongest ratings of affect while playing. These results on reasons and genres may help to explain conflicting findings of former studies, because in our work we examined various reasons for playing, several game genres, and various aspects of psychological functioning simultaneously. Finally, positive affect while playing and a larger number of online friends were the strongest unique predictors of potentially problematic video game use, followed by psychological symptoms, a lack of offline connections, and poor school performance. These findings suggest that, on the one hand, independent of one’s psychological conditions, enjoying oneself during gaming (i.e., experiencing positive affect, connecting with online friends) may go along with potentially problematic use of video games. On the other hand, poor psychological functioning seems to be a unique risk factor for potentially problematic video gaming.

The presented results are generally in line with previous work that has identified a connection between video gaming and psychological health, academic problems, and social problems ( Ferguson et al., 2011 ; Müller et al., 2015 ). However, our study moved beyond prior research by providing in-depth analyses of both video gaming habits (including potentially problematic use, reasons for playing, and preferred game genre) and psychological functioning (including psychological symptoms, coping styles, affectivity, as well as variables that are related to individuals and their social environments). In addition, we identified unique predictors of potentially problematic video game use.

How can the findings on differential relations between video gaming and various indices of psychological functioning – ranging from beneficial results ( Latham et al., 2013 ) to unfavorable results ( Barlett et al., 2009 ; Möller and Krahé, 2009 ; Anderson et al., 2010 ) – be integrated? According to Kanfer and Phillips (1970) , problematic behavior (e.g., excessive video gaming) can be understood as a function of the situation (e.g., being rejected by a peer); the organism (e.g., low self-esteem); the person’s thoughts, physical reactions, and feelings (e.g., sadness, anger); and finally, the short- as well as long-term consequences of the behavior (termed SORKC model). In the short run, according to our results, playing video games may be a way to distract oneself from everyday hassles and may lead to positive affect while playing and a feeling of being connected to like-minded people, all of which are factors that have an immediate reinforcing value. In the long run, however, spending many hours per day in front of a computer screen may prevent a person from (a) developing and practicing functional coping strategies, (b) finding friends and support in the social environment, and (c) showing proper school achievement, factors that are potentially harmful to the person. Thus, differentiating between short- and long-term perspectives may help us understanding the differential correlates of intensive video gaming.

When is it appropriate to speak of video game addiction? More and more researchers have suggested a continuum between engagement ( Charlton and Danforth, 2007 ; Skoric et al., 2009 ) and pathological gaming/addiction, instead of a categorical perspective. In part, this recommendation has also been followed in the DSM-5 ( American Psychiatric Association, 2013 ) where Internet Gaming Disorder is classified with different degrees of severity, ranging from mild to moderate to severe, according to the functional impairment associated with it. The AICA-S also allows for a differential perspective on gaming behavior by providing ways to assess both the time spent playing video games and the main DSM criteria that indicate Internet Gaming Disorder. However, in our study we did not aim at making a diagnosis, but at having a closer look at potentially problematic gaming behavior and its correlates in a non-clinical sample.

In sum, it seems relevant to assess not only the extent of video game use but also the reasons behind this behavior (e.g., distraction) and the concrete rewards that come from playing (e.g., the experience of strong affect while playing action games) to fully understand the relation between video gaming and psychological functioning.

Limitations and Future Directions

With the present study, we aimed to uncover the association between video gaming and psychological functioning. Our approach was cross-sectional and warrants interpretative caution because correlations cannot determine the direction of causation. It remains unclear whether potentially problematic gaming is a factor that contributes to the development of psychological dysfunction or whether psychological dysfunction contributes to potentially problematic gaming. Also, a third factor (e.g., preexisting mental difficulties) may produce both psychological dysfunction and potentially problematic gaming. Thus, longitudinal studies that are designed to identify the causal pathway may provide a promising avenue for future research. Future studies may also answer the question whether the link between video gaming and psychological functioning is moderated by sex, age, the reasons for playing, or the preferred game genre. In addition, it is important not to forget that the present results are based on a self-selected sample in which potentially problematic video gamers were overrepresented (e.g., Festl et al., 2013 , for a representative sample). Thus, future research should replicate our findings in a representative sample. Further, we relied on self-reported data, which is a plausible method for assessing inner affairs such as people’s reasons for their behaviors, but it would be helpful to back up our findings with evidence derived from sources such as peers, caregivers, and health specialists. Our work reflects only a first approach to the topic, and future work may additionally collect in-game behavioral data from the players ( McCreery et al., 2012 ; Billieux et al., 2013 ) to objectively and more specifically investigate diverse patterns of use. Furthermore, one must not forget that the used taxonomy to classify video game genres is only one of various possible options and one should “think of each individual game as belonging to several genres at once” ( Apperley, 2006 , p. 19). Finally, some of the effects reported in our paper were rather modest in size. This is not surprising considering the complexity and multiple determinants of human behavior. In our analyses, we thoroughly controlled for the influence of sex and age and still found evidence that video gaming was differentially related to measures of psychological functioning.

The current study adds to the knowledge on gaming by uncovering the specific relations between video gaming and distinct measures of psychological functioning. Potentially problematic video gaming was found to be associated with positive affect and social relationships while playing but also with psychological symptoms, maladaptive coping strategies, negative affectivity, low self-esteem, a preference for solitude, and poor school performance. Including gamers’ reasons for playing video games and their preferred game genres helped deepen the understanding of the specific and differential associations between video gaming and psychological health. This knowledge might help developing adequate interventions that are applied prior to the occurrence of psychological impairments that may go along with potentially problematic video gaming.

Ethics Statement

In our online survey, participants were given information on voluntary participation, risks, confidentiality/anonymity, and right to withdraw. Whilst participants were not signing a separate consent form, consent was obtained by virtue of completion. We implemented agreed procedures to maintain the confidentiality of participant data.

Author Contributions

BB, BE, JH, and KM conceived and designed the study. BB, JH, and KM collected and prepared the data. JH analyzed the data. BE and JH wrote the manuscript.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Supplementary Material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01731/full#supplementary-material

  • ^ The data were gathered as part of a larger project ( Stopfer et al., 2015 ; Braun et al., 2016 ). However, the analyses in the present article do not overlap with analyses from previous work.
  • ^ Other measures were administered, but they were not relevant to the present research questions and are thus not mentioned in this paper. The data set and analysis script supporting the conclusions of this manuscript can be retrieved from https://osf.io/emrpw/?view_only=856491775efe4f99b407e258c2f2fa8d .

American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders: DSM-5 , 5th Edn. Washington DC: American Psychiatric Association.

Google Scholar

Anderson, C. A., and Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychol. Sci. 12, 353–359. doi: 10.1111/1467-9280.00366

PubMed Abstract | CrossRef Full Text | Google Scholar

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychol. Bull. 136, 151–173. doi: 10.1037/a0018251

Apperley, T. H. (2006). Genre and game studies: toward a critical approach to video game genres. Simul. Gaming 37, 6–23. doi: 10.1177/1046878105282278

CrossRef Full Text | Google Scholar

Asendorpf, J. B. (1997). SGSE-Schüchternheits- und Geselligkeitsskalen für Erwachsene [Scales on shyness and sociality for adults ]. Berlin: Humboldt-Universität.

Barlett, C. P., Anderson, C. A., and Swing, E. L. (2009). Video game effects—Confirmed, suspected, and speculative: a review of the evidence. Simul. Gaming 40, 377–403. doi: 10.1177/1046878108327539

Bean, A. M., Nielsen, R. K. L., van Rooij, A. J., and Ferguson, C. J. (2017). Video game addiction: the push to pathologize video games. Prof. Psychol. Res. Pr. 48, 378–389. doi: 10.1037/pro0000150

Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., and Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol. Bull. 144, 77–110. doi: 10.1037/bul0000130

Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., et al. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Comput. Hum. Behav. 29, 103–109. doi: 10.1016/j.chb.2012.07.021

Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., and Egloff, B. (2016). Personality and video gaming: comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Comput. Hum. Behav. 55, 406–412. doi: 10.1016/j.chb.2015.09.041

Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., et al. (2017). The american psychological association task force assessment of violent video games: science in the service of public interest. Am. Psychol. 72, 126–143. doi: 10.1037/a0040413

Carver, C. S. (1997). You want to measure coping but your protocol’s too long: consider the brief cope. Int. J. Behav. Med. 4, 92–100. doi: 10.1207/s15327558ijbm0401_6

Carver, C. S., Scheier, M. F., and Weintraub, J. K. (1989). Assessing coping strategies: a theoretically based approach. J. Personal. Soc. Psychol. 56, 267–283. doi: 10.1037/0022-3514.56.2.267

Charlton, J. P., and Danforth, I. D. (2007). Distinguishing addiction and high engagement in the context of online game playing. Comput. Hum. Behav. 23, 1531–1548. doi: 10.1016/j.chb.2005.07.002

Chiu, S. I., Lee, J. Z., and Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychol. Behav. 7, 571–581. doi: 10.1089/cpb.2004.7.571

Colder Carras, M., Van Rooij, A. J., Spruijit-Metz, D., Kvedar, J., Griffiths, M. D., Carabas, Y., et al. (2018). Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime. Front. Psychiatry 8:300. doi: 10.3389/fpsyt.2017.00300

Derogatis, L. R. (1975). SCL-90-R: Symptom Checklist-90-R: Administration, Scoring, and Procedures Manual. London: NCS Pearson.

Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., and Wiatrow, A. (2015). Cognitive enhancement in video game players: the role of video game genre. Comput. Hum. Behav. 44, 59–63. doi: 10.1016/j.chb.2014.11.051

Elbing, E. (1991). Einsamkeit: Psychologische Konzepte, Forschungsbefunde und Treatmentansätze [Loneliness: Psychological Concepts, Research Findings, and Treatments]. Göttingen: Hogrefe.

Elson, M., and Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: empirical evidence, perspectives, and a debate gone astray. Eur. Psychol. 19, 33–46. doi: 10.1027/1016-9040/a000147

Esposito, N. (2005). “A short and simple definition of what a videogame is,” in Proceedings of the DiGRA (Digital Games Research Association) Conference: Changing Views-Worlds in Play , (British Columbia: University of Vancouver).

Estévez, A., Jáuregui, P., Sánchez-Marcos, I., López-González, H., and Griffiths, M. D. (2017). Attachment and emotion regulation in substance addictions and behavioral addictions. J. Behav. Addict. 6, 534–544. doi: 10.1556/2006.6.2017.086

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspect. Psychol. Sci. 10, 646–666. doi: 10.1177/1745691615592234

Ferguson, C. J., Coulson, M., and Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. J. Psychiatr. Res. 45, 1573–1578. doi: 10.1016/j.jpsychires.2011.09.005

Festl, R., Scharkow, M., and Quandt, T. (2013). Problematic computer game use among adolescents, younger and older adults. Addiction 108, 592–599. doi: 10.1111/add.12016

Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: a national study. Psychol. Sci. 20, 594–602. doi: 10.1111/j.1467-9280.2009.02340.x

Graham, L. T., and Gosling, S. D. (2013). Personality profiles associated with different motivations for playing World of Warcraft. Cyberpsychol. Behav. Soc. Netw. 16, 189–193. doi: 10.1089/cyber.2012.0090

Granic, I., Lobel, A., and Engels, R. C. (2014). The benefits of playing video games. Am. Psychol. 69, 66–78. doi: 10.1037/a0034857

Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., and Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simul. Gaming 41, 238–259. doi: 10.1177/1046878108319930

Griffiths, M., Van Rooij, A. J., Kardefeldt-Winther, D., Starcevic, V., Király, O., Pallesen, S., et al. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014). Addiction 111, 167–175. doi: 10.1111/add.13057

Griffiths, M. D., Davies, M. N., and Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychol. Behav. 7, 479–487. doi: 10.1089/cpb.2004.7.479

Hamari, J., and Keronen, L. (2017). Why do people play games? A meta-analysis. Int. J. Inform. Manag. 37, 125–141. doi: 10.1016/j.ijinfomgt.2017.01.006

Herodotou, C., Kambouri, M., and Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Comput. Hum. Behav. 32, 23–31. doi: 10.1016/j.chb.2013.10.054

Hilgard, J., Engelhardt, C. R., and Bartholow, B. D. (2013). Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES). Front. Psychol. 4:608. doi: 10.3389/fpsyg.2013.00608

Homer, B. D., Hayward, E. O., Frye, J., and Plass, J. L. (2012). Gender and player characteristics in video game play of preadolescents. Comput. Hum. Behav. 28, 1782–1789. doi: 10.1016/j.chb.2012.04.018

Hussain, Z., and Griffiths, M. D. (2009). Excessive use of massively multi-player online role-playing games: a pilot study. Int. J. Mental Health Addict. 7:563. doi: 10.1007/s11469-009-9202-8

Jeong, E. J., and Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychol. Behav. Soc. Netw. 14, 213–221. doi: 10.1089/cyber.2009.0289

Kanfer, F. H., and Phillips, J. (1970). Learning Foundations of Behavior Therapy. New York, NY: Wiley.

Kessler, R. C., Amminger, G. P., Aguilar-Gaxiola, S., Alonso, J., Lee, S., and Ustun, T. B. (2007). Age of onset of mental disorders: a review of recent literature. Curr. Opin. Psychiatry 20, 359–364. doi: 10.1097/YCO.0b013e32816ebc8c

Király, O., Urbán, R., Griffith, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., et al. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey. J. Med. Int. Res. 17:e88. doi: 10.2196/jmir.3515

Klaghofer, R., and Brähler, E. (2001). Konstruktion und teststatistische Prüfung einer Kurzform der SCL-90-R [Construction and statistical evaluation of a short version of the SCL-90-R]. Z. Klin. Psychol. Psychiatr. Psychother. 49, 115–124.

Knoll, N., Rieckmann, N., and Schwarzer, R. (2005). Coping as a mediator between personality and stress outcomes: a longitudinal study with cataract surgery patients. Eur. J. Personal. 19, 229–247. doi: 10.1002/per.546

Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., and Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. J. Nervous Mental Dis. 193, 273–277. doi: 10.1097/01.nmd.0000158373.85150.57

Kowert, R., Domahidi, E., Festl, R., and Quandt, T. (2014a). Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Comput. Hum. Behav. 36, 385–390. doi: 10.1016/j.chb.2014.04.003

Kowert, R., Domahidi, E., and Quandt, T. (2014b). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychol. Behav. Soc. Netw. 17, 447–453. doi: 10.1089/cyber.2013.0656

Krohne, H. W., Egloff, B., Kohlmann, C. W., and Tausch, A. (1996). Untersuchungen mit einer deutschen version der positive and negative affect schedule (PANAS) [Investigations with a German version of the PANAS]. Diagnostica 42, 139–156.

Kuss, D. J., and Griffiths, M. D. (2012). Internet gaming addiction: a systematic review of empirical research. Int. J. Mental Health Addict. 10, 278–296. doi: 10.1007/s11469-011-9318-5

Laconi, S., Pirès, S., and Chabrol, H. (2017). Internet gaming disorder, motives, game genres, and psychopathology. Comput. Hum. Behav. 75, 652–659. doi: 10.1016/j.chb.2017.06.012

Latham, A. J., Patston, L. L., and Tippett, L. J. (2013). The virtual brain: 30 years of video-game play and cognitive abilities. Front. Psychol. 4:629. doi: 10.3389/fpsyg.2013.00629

Lemmens, J. S., and Hendriks, S. J. F. (2016). Addictive online games: examining the relationship between game genres and internet gaming disorder. Cyberpsychol. Behav. Soc. Netw. 19, 270–276. doi: 10.1089/cyber.2015.0415

Lemmens, J. S., Valkenburg, P. M., and Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Comput. Hum. Behav. 27, 144–152. doi: 10.1016/j.chb.2010.07.015

Longman, H., O’Connor, E., and Obst, P. (2009). The effect of social support derived from World of Warcraft on negative psychological symptoms. Cyberpsychol. Behav. 12, 563–566. doi: 10.1089/cpb.2009.0001

Lucas, K., and Sherry, J. L. (2004). Sex differences in video game play: a communication-based explanation. Commun. Res. 31, 499–523. doi: 10.1177/0093650204267930

Mathiak, K. A., Klasen, M., Weber, R., Ackermann, H., Shergill, S. S., and Mathiak, K. (2011). Reward system and temporal pole contributions to affective evaluation during a first person shooter video game. BMC Neurosci. 12:66. doi: 10.1186/1471-2202-12-66

Mazurek, M. O., Engelhardt, C. R., and Clark, K. E. (2015). Video games from the perspective of adults with autism spectrum disorder. Comput. Hum. Behav. 51, 122–130. doi: 10.1016/j.chb.2015.04.062

McCreery, M. P., Krach, S. K., Schrader, P. G., and Boone, R. (2012). Defining the virtual self: personality, behavior, and the psychology of embodiment. Comput. Hum. Behav. 28, 976–983. doi: 10.1016/j.chb.2011.12.019

Mehroof, M., and Griffiths, M. D. (2010). Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychol. Behav. 13, 313–316. doi: 10.1089/cyber.2009.0229

Mihara, S., and Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: a systematic review of the literature. Psychiatry Clin. Neurosci. 71, 425–444. doi: 10.1111/pcn.12532

Milani, L., La Torre, G., Fiore, M., Grumi, S., Gentile, D. A., Ferrante, M., et al. (2018). Internet gaming addiction in adolescence: risk factors and maladjustment correlates. Int. J. Mental Health Addict. 16, 888–904. doi: 10.1007/s11469-017-9750-2

Möller, I., and Krahé, B. (2009). Exposure to violent video games and aggression in German adolescents: a longitudinal analysis. Aggress. Behav. 35, 75–89. doi: 10.1002/ab.20290

Müller, K. W., Beutel, M. E., Dreier, M., and Wölfling, K. (2019). A clinical evaluation of the DSM-5 criteria for internet gaming disorder and a pilot study on their applicability to further Internet-related disorders. J. Behav. Addict. 8, 16–24. doi: 10.1556/2006.7.2018.140

Müller, K. W., Beutel, M. E., and Wölfling, K. (2014a). A contribution to the clinical characterization of internet addiction in a sample of treatment seekers: validity of assessment, severity of psychopathology and type of co-morbidity. Compr. Psychiatry 55, 770–777. doi: 10.1016/j.comppsych.2014.01.010

Müller, K. W., Glaesmer, H., Brähler, E., Wölfling, K., and Beutel, M. E. (2014b). Prevalence of internet addiction in the general population: results from a German population-based survey. Behav. Inform. Technol. 33, 757–766. doi: 10.1080/0144929X.2013.810778

Müller, K. W., Janikian, M., Dreier, M., Wölfling, K., Beutel, M. E., Tzavara, C., et al. (2015). Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors and psychopathological correlates. Eur. Child Adolesc. Psychiatry 24, 565–574. doi: 10.1007/s00787-014-0611-2

Müller, K. W., and Wölfling, K. (2017). Both sides of the story: addiction is not a pastime activity: commentary on: scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.). J. Behav. Addict. 6, 118–120. doi: 10.1556/2006.6.2017.038

Nestler, S., Back, M. D., and Egloff, B. (2011). Psychometrische Eigenschaften zweier Skalen zur Erfassung interindividueller Unterschiede in der Präferenz zum Alleinsein [Psychometric properties of two scales for the assessment of interindividual differences in preference for solitude]. Diagnostica 57, 57–67. doi: 10.1026/0012-1924/a000032

Newzoo (2017). 2017 Global Games Market Report: Trends, Insights, and Projections Toward 2020. Available at: http://progamedev.net/wp-content/uploads/2017/06/Newzoo_Global_Games_Market_Report_2017_Light.pdf (accessed February 16, 2018).

Ng, B. D., and Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychol. Behav. 8, 110–113. doi: 10.1089/cpb.2005.8.110

Nolen-Hoeksema, S. (2012). Emotion regulation and psychopathology: the role of gender. Annu. Rev. Clin. Psychol. 8, 161–187. doi: 10.1146/annurev-clinpsy-032511-143109

Park, J. H., Han, D. H., Kim, B. N., Cheong, J. H., and Lee, Y. S. (2016). Correlations among social anxiety, self-esteem, impulsivity, and game genre in patients with problematic online game playing. Psychiatry Investig. 13, 297–304. doi: 10.4306/pi.2016.13.3.297

Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mossle, T., et al. (2014). An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction 109, 1399–1406. doi: 10.1111/add.12457

Pew Research Center (2018). 5 Facts About Americans and Video Games. Washington, DC: Pew Research Center.

Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M. O., et al. (2012). Role of video games in improving health-related outcomes: a systematic review. Am. J. Prevent. Med. 42, 630–638. doi: 10.1016/j.amepre.2012.02.023

Rehbein, F., Staudt, A., Hanslmaier, M., and Kliem, S. (2016). Video game playing in the general adult population of Germany: can higher gaming time of males be explained by gender specific genre preferences? Comput. Hum. Behav. 55, 729–735. doi: 10.1016/j.chb.2015.10.016

Rosenberg, M. (1979). Conceiving the Self. New York, NY: Basic Books.

Rubenstein, C., and Shaver, P. R. (1982). “The experience of loneliness,” in Loneliness: A Sourcebook of Current Theory, Research, and Therapy , eds L. A. Peplau and D. Perlman (New York, NY: Wiley-Interscience), 206–223.

Ryan, R. M., Rigby, C. S., and Przybylski, A. (2006). The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30, 344–360. doi: 10.1007/s11031-006-9051-8

Scharkow, M., Festl, R., Vogelgesang, J., and Quandt, T. (2015). Beyond the “core-gamer”: genre preferences and gratifications in computer games. Comput. Hum. Behav. 44, 293–298. doi: 10.1016/j.chb.2014.11.020

Schneider, L. A., King, D. L., and Delfabbro, P. H. (2018). Maladaptive coping styles in adolescents with Internet gaming disorder symptoms. Int. J. Mental Health Addict. 16, 905–916. doi: 10.1007/s11469-017-9756-9

Schwarzer, R., and Jerusalem, M. (1995). “Generalized self-efficacy scale,” in Measures in Health Psychology: A User’s Portfolio. Causal and Control Beliefs , eds J. Weinman, S. Wright, and M. Johnston (Windsor: NFER-NELSON), 35–37.

Schwarzer, R., and Schulz, U. (2003). Soziale Unterstützung bei der Krankheitsbewältigung: die Berliner Social Support Skalen (BSSS) [Social support in coping with illness: the Berlin social support scales]. Diagnostica 49, 73–82. doi: 10.1026//0012-1924.49.2.73

Skoric, M. M., Teo, L. L. C., and Neo, R. L. (2009). Children and video games: addiction, engagement, and scholastic achievement. Cyberpsychol. Behav. 12, 567–572. doi: 10.1089/cpb.2009.0079

Stopfer, J. M., Braun, B., Müller, K. W., and Egloff, B. (2015). Narcissus plays video games. Personal. Individ. Differ. 87, 212–218. doi: 10.1016/j.paid.2015.08.011

Taquet, P., Romo, L., Cottencin, O., Ortiz, D., and Hautekeete, M. (2017). Video game addiction: cognitive, emotional, and behavioral determinants for CBT treatment. J. Thér. Comportementale Cogn. 27, 118–128. doi: 10.1016/j.jtcc.2017.06.005

The Nielsen Company (2017). Games 360 U.S. Report. New York, NY: The Nielsen Company.

Visser, M., Antheunis, M. L., and Schouten, A. P. (2013). Online communication and social well-being: how playing World of Warcraft affects players’ social competence and loneliness. J. Appl. Soc. Psychol. 43, 1508–1517. doi: 10.1111/jasp.12144

von Collani, G., and Herzberg, P. Y. (2003). Eine revidierte Fassung der deutschsprachigen Skala zum Selbstwertgefühl von Rosenberg [A revised German version of Rosenberg‘s self-esteem scale]. Z. Differ. Diagn. Psychol. 24, 3–7. doi: 10.1026/0012-1924/a000032

Wang, H. R., Cho, H., and Kim, D.-J. (2018). Prevalence and correlates of comorbid depression in a nonclinical online sample with DSM-5 internet gaming disorder. J. Affect. Disord. 226, 1–5. doi: 10.1016/j.jad.2017.08.005

Watson, D., Clark, L. A., and Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: the PANAS scales. J. Personal. Soc. Psychol. 54, 1063–1070. doi: 10.1037//0022-3514.54.6.1063

Wölfling, K., Beutel, M. E., and Müller, K. W. (2016). “OSV-S – skala zum onlinesuchtverhalten [AICA-S – Scale for the assessment of internet and computer game addiction],” in Diagnostische Verfahren in der Psychotherapie [Diagnostic Measures in Psychotherapy] , eds K. Geue, B. Strauß, and E. Brähler (Göttingen: Hogrefe), 362–366.

Wölfling, K., Müller, K. W., and Beutel, M. (2011). Reliabilität und Validität der Skala zum Computerspielverhalten [Reliability and validity of the scale for the assessment of pathological computer-gaming]. Psychother. Psychosom. Med. Psychol. 61, 216–224. doi: 10.1055/s-0030-1263145

Wood, R. T., and Griffith, M. D. (2007). A qualitative investigation of problem gambling as an escape-based coping strategy. Psychol. Psychother. 80, 107–125. doi: 10.1348/147608306X107881

Yee, N. (2006). Motivations for play in online games. Cyberpsychol. Behav. 9, 772–775. doi: 10.1089/cpb.2006.9.772

Keywords : computer games, video gaming behavior, game genres, coping, psychological health

Citation: von der Heiden JM, Braun B, Müller KW and Egloff B (2019) The Association Between Video Gaming and Psychological Functioning. Front. Psychol. 10:1731. doi: 10.3389/fpsyg.2019.01731

Received: 14 September 2018; Accepted: 11 July 2019; Published: 26 July 2019.

Reviewed by:

Copyright © 2019 von der Heiden, Braun, Müller and Egloff. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Juliane M. von der Heiden, [email protected]

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

U.S. flag

An official website of the United States government

The .gov means it’s official. Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

The site is secure. The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

  • Publications
  • Account settings

Preview improvements coming to the PMC website in October 2024. Learn More or Try it out now .

  • Advanced Search
  • Journal List

Logo of brainsci

Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review

Denilson brilliant t..

1 Department of Biomedicine, Indonesia International Institute for Life Sciences (i3L), East Jakarta 13210, Indonesia

2 Smart Ageing Research Center (SARC), Tohoku University, Sendai 980-8575, Japan; pj.ca.ukohot@iur (R.N.); pj.ca.ukohot@atuyr (R.K.)

3 Department of Cognitive Health Science, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Ryuta Kawashima

4 Department of Functional Brain Imaging, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai 980-8575, Japan

Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16–90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

1. Introduction

Video gaming refers to the experience of playing electronic games, which vary from action to passive games, presenting a player with physical and mental challenges. The motivation to play video games might derive from the experience of autonomy or competing with others, which can explain why video gaming is pleasurable and addictive [ 1 ].

Video games can act as “teachers” depending on the game purpose [ 2 ]. Video gaming has varying effects depending on the game genre. For instance, an active video game can improve physical fitness [ 3 , 4 , 5 , 6 ], whereas social video games can improve social behavior [ 7 , 8 , 9 ]. The most interesting results show that playing video games can change cognition and the brain [ 10 , 11 , 12 , 13 ].

Earlier studies have demonstrated that playing video games can benefit cognition. Cross-sectional and longitudinal studies have demonstrated that the experience of video gaming is associated with better cognitive function, specifically in terms of visual attention and short-term memory [ 14 ], reaction time [ 15 ], and working memory [ 16 ]. Additionally, some randomized controlled studies show positive effects of video gaming interventions on cognition [ 17 , 18 ]. Recent meta-analytical studies have also supported the positive effects of video gaming on cognition [ 10 , 11 , 12 , 13 ]. These studies demonstrate that playing video games does provide cognitive benefits.

The effects of video gaming intervention are ever more widely discussed among scientists [ 13 ]. A review of the results and methodological quality of recently published intervention studies must be done. One systematic review of video gaming and neural correlates has been reported [ 19 ]. However, the technique of neuroimaging of the reviewed studies was not specific. This systematic review reviewed only magnetic resonance imaging (MRI) studies in contrast to the previous systematic review to focus on neuroplasticity effect. Neuroplasticity is capability of the brain that accommodates adaptation for learning, memorizing, and recovery purposes [ 19 ]. In normal adaptation, the brain is adapting to learn, remember, forget, and repair itself. Recent studies using MRI for brain imaging techniques have demonstrated neuroplasticity effects after an intervention, which include cognitive, exercise, and music training on the grey matter [ 20 , 21 , 22 , 23 , 24 ] and white matter [ 25 , 26 , 27 , 28 , 29 ]. However, the molecular mechanisms of the grey and white matter change remain inconclusive. The proposed mechanisms for the grey matter change are neurogenesis, gliogenesis, synaptogenesis, and angiogenesis, whereas those for white matter change are myelin modeling and formation, fiber organization, and angiogenesis [ 30 ]. Recent studies using MRI technique for brain imaging have demonstrated video gaming effects on neuroplasticity. Earlier imaging studies using cross-sectional and longitudinal methods have shown that playing video games affects the brain structure by changing the grey matter [ 31 , 32 , 33 ], white matter [ 34 , 35 ], and functional connectivity [ 36 , 37 , 38 , 39 ]. Additionally, a few intervention studies have demonstrated that playing video games changed brain structure and functions [ 40 , 41 , 42 , 43 ].

The earlier review also found a link between neural correlates of video gaming and cognitive function [ 19 ]. However, that review used both experimental and correlational studies and included non-healthy participants, which contrasts to this review. The differences between this and the previous review are presented in Table 1 . This review assesses only experimental studies conducted of healthy participants. Additionally, the cross-sectional and longitudinal studies merely showed an association between video gaming experiences and the brain, showing direct effects of playing video games in the brain is difficult. Therefore, this systematic review specifically examined intervention studies. This review is more specific as it reviews intervention and MRI studies on healthy participants. The purposes of this systematic review are therefore to evaluate the beneficial effects of video gaming and to assess the methodological quality of recent video gaming intervention studies.

Differences between previous review and current review.

CT, computed tomography; fMRI, functional magnetic resonance imaging; MEG, magnetoencephalography MRI, magnetic resonance imaging; PET, positron emission tomography; SPECT, single photon emission computed tomography; tDCS, transcranial direct current stimulation; EEG, electroencephalography; NIRS, near-infrared spectroscopy.

2. Materials and Methods

2.1. search strategy.

This systematic review was designed in accordance with the PRISMA checklist [ 44 ] shown in Appendix Table A1 . A literature search was conducted using PubMed and Google Scholar to identify relevant studies. The keywords used for the literature search were combinations of “video game”, “video gaming”, “game”, “action video game”, “video game training”, “training”, “play”, “playing”, “MRI”, “cognitive”, “cognition”, “executive function”, and “randomized control trial”.

2.2. Inclusion and Exclusion Criteria

The primary inclusion criteria were randomized controlled trial study, video game interaction, and MRI/fMRI analysis. Studies that qualified with only one or two primary inclusions were not included. Review papers and experimental protocols were also not included. The secondary inclusion criteria were publishing after 2000 and published in English. Excluded were duration of less than 4 weeks or unspecified length intervention or combination intervention. Also excluded were studies of cognition-based games, and studies of participants with psychiatric, cognitive, neurological, and medical disorders.

2.3. Quality Assessment

Each of the quality studies was assessed using Delphi criteria [ 45 ] with several additional elements [ 46 ]: details of allocation methods, adequate descriptions of control and training groups, statistical comparisons between control and training groups, and dropout reports. The respective total scores (max = 12) are shown in Table 3. The quality assessment also includes assessment for risk of bias, which is shown in criteria numbers 1, 2, 5, 6, 7, 9, and 12.

2.4. Statistical Analysis

Instead of a meta-analysis study, a systematic review of the video game training/video gaming and the effects was conducted because of the variation in ranges of participant age, video game genre, control type, MRI and statistical analysis, and training outcomes. Therefore, the quality, inclusion and exclusion, control, treatment, game title, participants, training period, and MRI analysis and specification of the studies were recorded for the respective games.

The literature search made of the databases yielded 140 scientific articles. All scientific articles were screened based on inclusion and exclusion criteria. Of those 140 scientific articles, nine were eligible for the review [ 40 , 41 , 42 , 43 , 47 , 48 , 49 , 50 , 51 ]. Video gaming effects are listed in Table 2 .

Summary of beneficial effect of video gaming.

Duration was converted into weeks (1 month = 4 weeks); DLPFC, dorsolateral prefrontal cortex; GM, grey matter; FPS, first person shooting. * Participants were categorized based on how they played during the video gaming intervention.

We excluded 121 articles: 46 were not MRI studies, 16 were not controlled studies, 38 were not intervention studies, 13 were review articles, and eight were miscellaneous, including study protocols, non-video gaming studies, and non-brain studies. Of 18 included scientific articles, nine were excluded. Of those nine excluded articles, two were cognitive-based game studies, three were shorter than 4 weeks in duration or were without a specified length intervention, two studies used a non-healthy participant treatment, and one was a combination intervention study. A screening flowchart is portrayed in Figure 1 .

An external file that holds a picture, illustration, etc.
Object name is brainsci-09-00251-g001.jpg

Flowchart of literature search.

3.1. Quality Assessment

The assessment methodology based on Delphi criteria [ 45 ] for the quality of eligible studies is presented in Table 3 . The quality scores assigned to the studies were 3–9 (mean = 6.10; S.D. = 1.69). Overall, the studies showed fair methodological quality according to the Delphi criteria. The highest quality score of the nine eligible articles was assigned to “Playing Super Mario 64 increases hippocampal grey matter in older adult” published by West et al. in 2017, which scored 9 of 12. The scores assigned for criteria 6 (blinded care provider) and 7 (blinded patient) were lowest because of unspecified information related to blinding for those criteria. Additionally, criteria 2 (concealed allocation) and 5 (blinding assessor) were low because only two articles specified that information. All articles met criteria 3 and 4 adequately.

Methodological quality of eligible studies.

Q1, Random allocation; Q2, Concealed allocation; Q3, Similar baselines among groups; Q4, Eligibility specified; Q5, Blinded assessor outcome; Q6, Blinded care provider; Q7, Blinded patient; Q8, Intention-to-treat analysis; Q9, Detail of allocation method; Q10, Adequate description of each group; Q11, Statistical comparison between groups; Q12, Dropout report (1, specified; 0, unspecified).

3.2. Inclusion and Exclusion

Most studies included participants with little or no experience with gaming and excluded participants with psychiatric/mental, neurological, and medical illness. Four studies specified handedness of the participants and excluded participants with game training experience. The inclusion and exclusion criteria are presented in Table 4 .

Inclusion and exclusion criteria for eligible studies.

i1, Little/no experience in video gaming; i2, Right-handed; i3, Sex-specific; e1, Psychiatric/mental illness; e2, Neurological illness; e3, Medical illness; e4, MRI contraindication; e5, experience in game training.

3.3. Control Group

Nine eligible studies were categorized as three types based on the control type. Two studies used active control, five studies used passive control, and two studies used both active and passive control. A summary of the control group is presented in Table 5 .

Control group examined eligible studies.

3.4. Game Title and Genre

Of the nine eligible studies, four used the same 3D adventure game with different game platforms, which were “Super Mario 64” original and the DS version. One study used first-person shooting (FPS) shooting games with many different game titles: “Call of Duty” is one title. Two studies used puzzle games: “Tetris” and “Professor Layton and The Pandora’s Box.” One study used a rhythm dance game: Dance Revolution. One study used a strategy game: “Space Fortress.” Game genres are presented in Table 6 .

Genres and game titles of video gaming intervention.

* West et al. used multiple games; other games are Call of Duty 2, 3, Black Ops, and World at War, Killzone 2 and 3, Battlefield 2, 3, and 4, Resistance 2 and Fall of Man, and Medal of Honor.

3.5. Participants and Sample Size

Among the nine studies, one study examined teenage participants, six studies included young adult participants, and two studies assessed older adult participants. Participant information is shown in Table 7 . Numbers of participants were 20–75 participants (mean = 43.67; S.D. = 15.63). Three studies examined female-only participants, whereas six others used male and female participants. Six studies with female and male participants had more female than male participants.

Participant details of eligible studies.

3.6. Training Period and Intensity

The training period was 4–24 weeks (mean = 11.49; S.D. = 6.88). One study by Lee et al. had two length periods and total hours because the study examined video game training of two types. The total training hours were 16–90 h (mean = 40.63; S.D. = 26.22), whereas the training intensity was 1.5–10.68 h/week (mean = 4.96; S.D. = 3.00). One study did not specify total training hours. Two studies did not specify the training intensity. The training periods and intensities are in Table 8 .

Periods and intensities of video gaming intervention.

The training length was converted into weeks (1 month = 4 weeks). ns, not specified; n/a, not available; * exact length is not available.

3.7. MRI Analysis and Specifications

Of nine eligible studies, one study used resting-state MRI analysis, three studies (excluding that by Haier et al. [ 40 ]) used structural MRI analysis, and five studies used task-based MRI analysis. A study by Haier et al. used MRI analyses of two types [ 40 ]. A summary of MRI analyses is presented in Table 9 . The related resting-state, structural, and task-based MRI specifications are presented in Table 10 , Table 11 and Table 12 respectively.

MRI analysis details of eligible studies.

* Haier et al. conducted structural and task analyses. + Compared pre-training and post-training between groups without using contrast. TFCE, Threshold Free Cluster Enhancement; FEW, familywise error rate; FDR, false discovery rate.

Resting-State MRI specifications of eligible studies.

Structural MRI specifications of eligible studies.

Task-Based MRI specifications of eligible studies.

All analyses used 3 Tesla magnetic force; TR = repetition time; TE = echo time, ns = not specified.

4. Discussion

This literature review evaluated the effect of noncognitive-based video game intervention on the cognitive function of healthy people. Comparison of studies is difficult because of the heterogeneities of participant ages, beneficial effects, and durations. Comparisons are limited to studies sharing factors.

4.1. Participant Age

Video gaming intervention affects all age categories except for the children category. The exception derives from a lack of intervention studies using children as participants. The underlying reason for this exception is that the brain is still developing until age 10–12 [ 52 , 53 ]. Among the eligible studies were a study investigating adolescents [ 40 ], six studies investigating young adults [ 41 , 42 , 43 , 47 , 49 , 51 ] and two studies investigating older adults [ 48 , 50 ].

Differences among study purposes underlie the differences in participant age categories. The study by Haier et al. was intended to study adolescents because the category shows the most potential brain changes. The human brain is more sensitive to synaptic reorganization during the adolescent period [ 54 ]. Generally, grey matter decreases whereas white matter increases during the adolescent period [ 55 , 56 ]. By contrast, the cortical surface of the brain increases despite reduction of grey matter [ 55 , 57 ]. Six studies were investigating young adults with the intention of studying brain changes after the brain reaches maturity. The human brain reaches maturity during the young adult period [ 58 ]. Two studies were investigating older adults with the intention of combating difficulties caused by aging. The human brain shrinks as age increases [ 56 , 59 ], which almost invariably leads to declining cognitive function [ 59 , 60 ].

4.2. Beneficial Effects

Three beneficial outcomes were observed using MRI method: grey matter change [ 40 , 42 , 50 ], brain activity change [ 40 , 43 , 47 , 48 , 49 ], and functional connectivity change [ 41 ]. The affected brain area corresponds to how the respective games were played.

Four studies of 3D video gaming showed effects on the structure of hippocampus, dorsolateral prefrontal cortex (DLPFC), cerebellum [ 42 , 43 , 50 ], and DLPFC [ 43 ] and ventral striatum activity [ 49 ]. In this case, the hippocampus is used for memory [ 61 ] and scene recognition [ 62 ], whereas the DLPFC and cerebellum are used for working memory function for information manipulation and problem-solving processes [ 63 ]. The grey matter of the corresponding brain region has been shown to increase during training [ 20 , 64 ]. The increased grey matter of the hippocampus, DLPFC, and cerebellum are associated with better performance in reference and working memory [ 64 , 65 ].

The reduced activity of DLPFC found in the study by Gleich et al. corresponds to studies that showed reduced brain activity associated with brain training [ 66 , 67 , 68 , 69 ]. Decreased activity of the DLPFC after training is associated with efficiency in divergent thinking [ 70 ]. 3D video gaming also preserved reward systems by protecting the activity of the ventral striatum [ 71 ].

Two studies of puzzle gaming showed effects on the structure of the visual–spatial processing area, activity of the frontal area, and functional connectivity change. The increased grey matter of the visual–spatial area and decreased activity of the frontal area are similar to training-associated grey matter increase [ 20 , 64 ] and activity decrease [ 66 , 67 , 68 , 69 ]. In this case, visual–spatial processing and frontal area are used constantly for spatial prediction and problem-solving of Tetris. Functional connectivity of the multimodal integration and the higher-order executive system in the puzzle solving-based gaming of Professor Layton game corresponds to studies which demonstrated training-associated functional connectivity change [ 72 , 73 ]. Good functional connectivity implies better performance [ 73 ].

Strategy gaming affects the DLPFC activity, whereas rhythm gaming affects the activity of visuospatial working memory, emotional, and attention area. FPS gaming affects the structure of the hippocampus and amygdala. Decreased DLPFC activity is similar to training-associated activity decrease [ 66 , 67 , 68 , 69 ]. A study by Roush demonstrated increased activity of visuospatial working memory, emotion, and attention area, which might occur because of exercise and gaming in the Dance Revolution game. Results suggest that positive activations indicate altered functional areas by complex exercise [ 48 ]. The increased grey matter of the hippocampus and amygdala are similar to the training-associated grey matter increase [ 20 , 64 ]. The hippocampus is used for 3D navigation purposes in the FPS world [ 61 ], whereas the amygdala is used to stay alert during gaming [ 74 ].

4.3. Duration

Change of the brain structure and function was observed after 16 h of video gaming. The total durations of video gaming were 16–90 h. However, the gaming intensity must be noted because the gaming intensity varied: 1.5–10.68 h per week. The different intensities might affect the change of cognitive function. Cognitive intervention studies demonstrated intensity effects on the cortical thickness of the brain [ 75 , 76 ]. A similar effect might be observed in video gaming studies. More studies must be conducted to resolve how the intensity can be expected to affect cognitive function.

4.4. Criteria

Almost all studies used inclusion criteria “little/no experience with video games.” The criterion was used to reduce the factor of gaming-related experience on the effects of video gaming. Some of the studies also used specific handedness and specific sex of participants to reduce the variation of brain effects. Expertise and sex are shown to affect brain activity and structure [ 77 , 78 , 79 , 80 ]. The exclusion criterion of “MRI contraindication” is used for participant safety for the MRI protocol, whereas exclusion criteria of “psychiatric/mental illness”, “neurological illness”, and “medical illness” are used to standardize the participants.

4.5. Limitations and Recommendations

Some concern might be raised about the quality of methodology, assessed using Delphi criteria [ 45 ]. The quality was 3–9 (mean = 6.10; S.D. = 1.69). Low quality in most papers resulted from unspecified information corresponding to the criteria. Quality improvements for the studies must be performed related to the low quality of methodology. Allocation concealment, assessor blinding, care provider blinding, participant blinding, intention-to-treat analysis, and allocation method details must be improved in future studies.

Another concern is blinding and control. This type of study differs from medical studies in which patients can be blinded easily. In studies of these types, the participants were tasked to do either training as an active control group or to do nothing as a passive control group. The participants can expect something from the task. The expectation might affect the outcomes of the studies [ 81 , 82 , 83 ]. Additionally, the waiting-list control group might overestimate the outcome of training [ 84 ].

Considering the sample size, which was 20–75 (mean = 43.67; S.D. = 15.63), the studies must be upscaled to emphasize video gaming effects. There are four phases of clinical trials that start from the early stage and small-scale phase 1 to late stage and large-scale phase 3 and end in post-marketing observation phase 4. These four phases are used for drug clinical trials, according to the food and drug administration (FDA) [ 85 ]. Phase 1 has the purpose of revealing the safety of treatment with around 20–100 participants. Phase 2 has the purpose of elucidating the efficacy of the treatment with up to several hundred participants. Phase 3 has the purpose of revealing both efficacy and safety among 300–3000 participants. The final phase 4 has the purpose of finding unprecedented adverse effects of treatment after marketing. However, because medical studies and video gaming intervention studies differ in terms of experimental methods, slight modifications can be done for adaptation to video gaming studies.

Several unresolved issues persist in relation to video gaming intervention. First, no studies assessed chronic/long-term video gaming. The participants might lose their motivation to play the same game over a long time, which might affect the study outcomes [ 86 ]. Second, meta-analyses could not be done because the game genres are heterogeneous. To ensure homogeneity of the study, stricter criteria must be set. However, this step would engender a third limitation. Third, randomized controlled trial video gaming studies that use MRI analysis are few. More studies must be conducted to assess the effects of video gaming. Fourth, the eligible studies lacked cognitive tests to validate the cognitive change effects for training. Studies of video gaming intervention should also include a cognitive test to ascertain the relation between cognitive function and brain change.

5. Conclusions

The systematic review has several conclusions related to beneficial effects of noncognitive-based video games. First, noncognitive-based video gaming can be used in all age categories as a means to improve the brain. However, effects on children remain unclear. Second, noncognitive-based video gaming affects both structural and functional aspects of the brain. Third, video gaming effects were observed after a minimum of 16 h of training. Fourth, some methodology criteria must be improved for better methodological quality. In conclusion, acute video gaming of a minimum of 16 h is beneficial for brain function and structure. However, video gaming effects on the brain area vary depending on the video game type.

Acknowledgments

We would like to thank all our other colleagues in IDAC, Tohoku University for their support.

PRISMA Checklist of the literature review.

For more information, visit: www.prisma-statement.org .

Author Contributions

D.B.T., R.N., and R.K. designed the systematic review. D.B.T. and R.N. searched and selected the papers. D.B.T. and R.N. wrote the manuscript with R.K. All authors read and approved the final manuscript. D.B.T. and R.N. contributed equally to this work.

Study is supported by JSPS KAKENHI Grant Number 17H06046 (Grant-in-Aid for Scientific Research on Innovative Areas) and 16KT0002 (Grant-in-Aid for Scientific Research (B)).

Conflicts of Interest

None of the other authors has any conflict of interest to declare. Funding sources are not involved in the study design, collection, analysis, interpretation of data, or writing of the study report.

IMAGES

  1. Effect of Online Games Addiction on Study Habits Research Paper Free

    online gaming research paper

  2. 🌱 Online games addiction research paper. Gaming Addiction Research

    online gaming research paper

  3. Role of the Media in Video Game Coverage Research Paper Example

    online gaming research paper

  4. Online Games Essay

    online gaming research paper

  5. (PDF) A Study of the Influence of Gaming Behavior on Academic

    online gaming research paper

  6. Negative Effects Of Online Games To Students Questionnaire

    online gaming research paper

VIDEO

  1. Online Gaming Research Project Chard

  2. The psychology of gaming addiction and livestreaming

  3. Enjoy the Game

  4. A Different Way of Thinking: Solving Challenges Using Gamification

  5. Dyslexia Intervention Training for Educators

  6. Games for Learning in the 21st Century

COMMENTS

  1. Online Gaming: Impact on the Academic Performance and Social Behavior of the Students in Polytechnic University of the Philippines Laboratory High School

    The paper covers the concept of computer games, as a means of entertainment, a new way of learning, but also as a tool capable of turning fun into a serious addiction that can significantly affect ...

  2. Effect of internet use and electronic game-play on academic ...

    Playing electronic games included playing games on a gaming console (e.g. PlayStation, Xbox, or similar console ) online or using a computer, or mobile phone, or a handled device 12. The primary ...

  3. Online Games, Addiction and Overuse of

    Abstract. Online gaming addiction is a topic of increasing research interest. Since the early 2000s, there has been a significant increase in the number of empirical studies examining various aspects of problematic online gaming and online gaming addiction. This entry examines the contemporary research literature by analyzing (1) the prevalence ...

  4. Internet gaming addiction: current perspectives

    Introduction: the mass appeal of Internet gaming. Internet gaming is a booming market. In 2012, more than one billion individuals played computer games, which fuelled the 8% growth of the computer gaming industry in the same year. 1 A recent report by the market research company Niko Partners has estimated the People's Republic of China's online gaming market at $12 billion in 2013. 2 ...

  5. Internet and Gaming Addiction: A Systematic Literature Review of

    The paper shows that understanding the neuronal correlates associated with the development of Internet and gaming addiction will promote future research and will pave the way for the development of addiction treatment approaches. ... assess Internet or online gaming addiction or direct effects of gaming on neurological functioning, (ii) use ...

  6. The Impact of Online Games on Student Academic Performance

    This research aims to investigate the influence of online video gaming on the academic performance of students. The study will examine the relationship between online gaming and academic performance, as well as factors that may moderate this relationship, such as the days of gaming sessions, gender, and academic performance.

  7. Systematic literature review online gaming addiction among children and

    Due to a surge in addictive patterns in online gaming, we offer a systematic literature review.. There is a substantial gap in the lack of consolidated theoretical paradigm that explain online gaming addiction.. There is an opportunity to engage in online gaming addiction research focused in the context of South America, Middle East and Africa as well as cross-cultural and cross-national research.

  8. Online Gaming Addiction and Basic Psychological Needs Among ...

    Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a ...

  9. Online Gaming: Impact on the Academic Performance and Social Behavior

    Search 218,752,079 papers from all fields of science. Search. ... DOI: 10.18502/KSS.V3I6.2447; Corpus ID: 55830233; Online Gaming: Impact on the Academic Performance and Social Behavior of the Students in Polytechnic University of the Philippines Laboratory High School ... AI-powered research tool for scientific literature, based at the Allen ...

  10. Playing games: advancing research on online and mobile gaming

    Playing games: advancing research on online and mobile gaming consumption Introduction. Computer games consistently generate more revenue than the movie and music industries and have become one of the most ubiquitous symbols of popular culture (Takahashi, 2018).Recent technological developments are changing the ways in which consumers are able to engage with computer games as individuals ...

  11. Frontiers

    Introduction. Video gaming is a very popular leisure activity among adults (Pew Research Center, 2018).The amount of time spent playing video games has increased steadily, from 5.1 h/week in 2011 to 6.5 h/week in 2017 (The Nielsen Company, 2017).Video gaming is known to have some benefits such as improving focus, multitasking, and working memory, but it may also come with costs when it is used ...

  12. Esports Research: A Literature Review

    Esports research in informatics collects from a wide variety of data sources including game telemetry and user-generated play data (El-Nasr, Drachen, & Canossa, 2013), physiological data (Nagel, 2017), and text mining (Olshefski, 2015) in combination with observations to analyze in-game performance, team dynamics and formation, and interactions ...

  13. Playing Games: A Qualitative Study on Online Gamers

    Abstract. This paper first covers the traditional meaning of 'gaming' and 'playing' followed by the changes fostered by the use of internet. Online gaming as an emerging phenomena is then discussed in the light of changing trends in the available resources, opportunities and lifestyle of the modern youth. The purpose of this paper is to study ...

  14. Full article: Influence of online computer games on the academic

    This scoping literature review examines the research on digital game-based learning for non-traditional students enrolled in postsecondary education and the implication games can have on achievement and learning outcomes. ... Human Nutrition. This online game allows non-traditional students to explore the following modules in a game format: a ...

  15. PDF An Investigation Of High School Students' Online Game Addiction With

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8 %) female, and 50 male (38.2 %), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and ...

  16. Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic

    The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.

  17. Video game play is positively correlated with well-being

    1.2. Video game behaviour and well-being. Research and policymakers have been interested in a wide range of mental health outcomes of video game play. Mental health comprises both negative mental health (e.g. depression) and positive mental health.

  18. Regulatory Landscape of Online Gaming in India: Challenges and ...

    This research paper explores the regulatory landscape of online gaming in India, focusing on the challenges and prospects associated with governing this rapidly growing industry. With India being one of the largest markets for online gaming, there is an urgent need to examine the existing regulatory framework to ensure player protection ...